Games Studies 0102: The myth of the ergodic videogame. By James Newman Some thoughts on player-character relationships in videogames
by Miguel Sicart Abstract This article proposes a critical review of the literature on procedural rhetoric, from a game design perspective. Against Procedurality
This thesis investigates interactive media's capacity to communicate the poetic. Interactive Media and the Poetic: An Exploration into the Elements of Interactive Media | Dynamic Media Institute at Massachusetts College of Art and Design
International Journal of Design
Are games art? <a href="http://adserver.adtechus.com/adlink/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Independent_Games_IMU_300x250;loc=300;key='+adkeys+';grp='+adrand+'" target="_blank"><img src="http://adserver.adtechus.com/adserv/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Independent_Games_IMU_300x250;loc=300;key='+adkeys+';grp='+adrand+'" border="0" width="0" height="0"></a> www.gamasutra.com/view/feature/132302/persuasive_games_the_.php?page=1
Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen
Dewey's Aesthetics First published Fri Sep 29, 2006; substantive revision Mon Mar 4, 2013 John Dewey is well known for his work in logic, scientific inquiry, and philosophy of education.
Features - Game Design - Theory And Practice: The Elements of Gameplay This excerpt from Richard Rouse III's , covers several key game design issues, which contribute to what Rouse calls "The Elements of Gameplay." The book covers all aspects of game design, from coming up with a solid idea to writing the design document, from implementing the gameplay to playtesting the final product.
Theory and Principles of Game Design
Seriously folks, we need to stop talking about "fun." Or at least talk about it less. I've made this comment in various locales, but I thought given the resurgence of the topic , it would be good to put my stake in the ground here. Nels Anderson's Blog - Say No to "Fun"
In Defence of Criticism: The Close Reading » Medium Difficulty By Lana Polansky In what has become the standard model of “games criticism,” a game’s value is broken into a rubric , where each of its component parts examined and measured. Graphics, sound, gameplay, story—each one isolated and evaluated according to a very strict set of requirements.
The endless discussions about the plausible definitions of what constitutes a ‘game’ have ceased to be productive. Beyond Definitions of Game
GDC 2012: Forget 'immersion' -- player attention is what matters, says Lemarchand
Arcade-Style Game Design: Postwar Pinball and the Golden Age of Coin-Op Videogames
"Growth means change and change involves risk, stepping from the known to the unknown." Interactive Experience Design