Rules of play: game design fundamentals
By Katie Salen, Eric Zimmerman. 2003
5,176 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/ed09074b546ea3e827683415f54a1353ecf901a7
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- J. Urgen Schmidhuber
- Nicu Sebe
- Tom Schaul
- Julian Togelius
- Pierre-Alexandre Balland
- Yoshua Bengio
- Sergey Levine
- Daniel L. King
Citations in the corpus
- Designing sports: a framework for exertion games (2011, methodology): “RULES: Uncertainty of exertion An important element of many games is uncertainty [45]: the ball dancing on the net before going over in a game of tennis, an adverse weather change in golf affecting some players but not others, and so on.”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “^ A more recent work (Salen and Zimmerman 2004, p. 96) defines a game in the following way: B A system in which players engage in an artificial conflict, defined by rules that result in a quantifiable outcome.”
- Serious games and the gamification of tourism (2017, background): “Although different definitions have been used, researchers agree a set of game characteristics can be used to define games, such as rules, uncertain outcomes, conflict etc. (Juul, 2003; Salen & Zimmerman, 2004).”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “The ability to experience some control when interacting with a system is a key reason people are drawn to interactive computer games over other forms of entertainment (Salen & Zimmerman, 2003).”
- Gamification: a systematic review of design frameworks (2017, unknown): “In that regard, Salen and Zimmerman (2003) propose a set of fundamental principles for game design, applied within an iterative process: • Understanding design, systems, and interactivity, as well as player choice, action, and outcome.”
- Gamification and Serious Games for Personalized Health (2012, background): “Some definitions of the term “game” explicitly require that the player voluntarily chooses to play [23].”
- Measuring Intelligence through Games (2011, background): “Others, such as Salen and Zimmerman (2004), emphasize conflicts as central to games: A game is “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome”.”
- Handbook of Research on Effective Electronic Gaming in Education (2009, methodology): “This reflects the inherently iterative process of game design ( Salen & Zimmerman, 2004 ), including designing, prototyping, play-testing, and iterating back to the design based on the experience of the play-testing (see Figure 4).”
- Serious games for higher education: a framework for reducing design complexity (2008, background): “There have been various efforts to produce co-ordinating frameworks for explaining and designing complex games (Hunicke et al. 2004; Salen & Zimmerman 2004; Björk & Holopainen 2005; Kiili 2005; Amory 2007).”
- Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011, background): “…measured correctly, flow is predictive of learning (e.g. Engeser & Rheinberg, 2008) The gaming literature provides an overwhelming number of different approaches to defining the essence of a game (Caillois, 1961; Crawford, 1982; Huizinga, 1950; Juul, 2005; Koster, 2005; Salen & Zimmerman, 2004).”
- Reconceptualizing the Role of Creativity in Art Education Theory and Practice (2009, background): “The notion of play, that incorporates participants being willing to fail and try again as a means of solving problems, can result in their minds being freed through play to function creatively (Salen & Zimmerman, 2004).”
- Human-Computer Interaction: Overview on State of the Art (2008, unknown): “• Intelligent Games [62]”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “Salen and Zimmerman [12] define games as “a system in which players engage in artificial conflict, defined by rules that result in a quantifiable outcome” (p. 80).”