[CGD] = Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Nondigital Exercises for Video Game Designers. Cengage Learning, 2008. ISBN: 9781584505808.
[GDW] = Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2nd ed. CRC Press, 2008. ISBN: 9780240809748. [Preview with Google Books]
Note: This section focuses only on the readings assigned for the course. Not every class session has assigned readings. A full listing of all the course components, including these readings, can be found in the Calendar section.
SES # | TOPICS & ACTIVITIES | READINGS |
---|---|---|
1 |
Course Introduction & Overview What is a Game? | [CGD] Chapter 1: "The Basics." |
2 | Meaningful Decisions, Visibility |
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3 | Prototyping | [GDW] "Prototyping" and "Playtesting" |
4 | Mechanics, Dynamics, and Aesthetics: The MDA Framework | Hunicke, Robin, Marc LeBlanc, and Robert Zubek. ![]() |
5 | Imperfect Information and Dice |
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6 | Constraints and Usability |
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8 | Assignment 1 report and changelog due | [CGD] Chapter 2: "Game Design Atoms." |
9 | Randomness and Player Choice |
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10 | History of American Board Games |
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11 | Game, Play, Sport–Definitions |
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12 | Game Lab |
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13 | Cybernetics and Multiplayer |
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14 | Adding and Cutting Mechanics | [CGD] Chapter 14: "Adding and Subtracting Mechanics." |
16 | Simulation and Assignment 3 | Frasca, Gonzala. "Simulation 101: Simulation vs Representation." ludology.org. 2001. |
19 | Space Control |
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20 | Cooperative Game | GoogleTechTalks. "Cooperation and Engagement: What can board games teach us?" April 30, 2008. YouTube. Accessed August 22, 2014. https://www.youtube.com/ watch?v=cdTVcFo2EQw |
21 | Social Play |
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22 | Changing Rules |
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23 | Dekoven |
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