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tags: 📥️/📜️/🟥️
publish: true
aliases:
- Rules of Play. Game Design Fundamentals
- Zimmerman
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let title = "Rules of Play. Game Design Fundamentals";
let date = tp.date.now("YYYY-MM-DD");
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> [!Enllaç]-
> zotero_link:: [Salen, K., Zimmerman - 2004 - Rules of Play. Game Design Fundamentals.pdf](zotero://select/library/items/Y8G8E63U)
> [!Cita]-
> Cita:: Zimmerman
> [!Resum]-
> Abstract::
> [!Paraules_Clau]-
> Keywords:: ★, Game
> [!autors]-
> Autors:: E. Salen, K., Zimmerman
> [!meta]-
> url::
> doi::
> isbn::
> [!relacionat]-
> [!hipòtesi]-
> Hipòtesi::
> [!metodologia]-
> Metodologia::
> [!resultats]- Resultats
> Resultats::
> [!resum]- Resum dels punts importants
> Resum::
## Notes
| <mark class="hltr-grey">Codi Color</mark> | Significat |
| ----------------------------------------- | --------------------- |
| <mark class="hltr-red">Vermell</mark> | Desacord amb l'Autor |
| <mark class="hltr-yellow">Groc</mark> | Punt Interesant |
| <mark class="hltr-green">Verd</mark> | Important per la tesi |
- <mark class="hltr-yellow">"Cultural Environment Analysis Design Focus: Games as Cultural Environment (chapter 33) Description: For this exercise, students select a game that blurs the boundaries of the magic circle to operate as a cultural environment. The analysis should address the following kinds of questions: What social, architectural, narrative, or other aspects of the game overlap with the world outside the magic circle? How does the blurring of the boundary support meaningful play? In what ways does the formal structure of the game keep the game contained? What cultural rhetorics are reflected or transformed by the play of the game?”</mark> [Page 38](zotero://open-pdf/library/items/52X7TLLB?page=38&annotation=highlight-p38x32y637)
- Captol 33. Joc i Cultura.Relaci directa amb Huizinga i el seu cercle mgic
- <mark class="hltr-yellow">"Chapter 9: The Magic Circle”</mark> [Page 105](zotero://open-pdf/library/items/52X7TLLB?page=105&annotation=highlight-p105x65y757)
- Captol dedicat al Cercle Mgic
- <mark class="hltr-yellow">"Magic Circle”</mark> [Page 105](zotero://open-pdf/library/items/52X7TLLB?page=105&annotation=highlight-p105x210y757)
- <mark class="hltr-yellow">"As a closed circle, the space it circumscribes is enclosed and separate from the real world.”</mark> [Page 107](zotero://open-pdf/library/items/52X7TLLB?page=107&annotation=highlight-p107x68y584)
- Definici del cercle mgic
- <mark class="hltr-yellow">"Within the magic circle, special meanings accrue and cluster around objects and behaviors. In effect, a new reality is created, defined by the rules of the game and inhabited by its players”</mark> [Page 107](zotero://open-pdf/library/items/52X7TLLB?page=107&annotation=highlight-p107x68y153)
- Caracterstica del Cercle Mgic:-Nova Realitat-Amb Regles-Habitades pels seus jugadors
- <mark class="hltr-yellow">"The magic circle of a game is the boundary of the game space and within this boundary the rules of the game play out and have authority”</mark> [Page 108](zotero://open-pdf/library/items/52X7TLLB?page=108&annotation=highlight-p108x32y690)
- <mark class="hltr-yellow">"Homo Ludens, by Johann Huizinga Perhaps the most influential theoretical work on play in the twentieth century, in Homo Ludens (Man the Player), Dutch philosopher and historian Huizinga explores the relationship between games, play, and culture. His point of view is certainly not that of design; however, Huizinga's work directly influenced many of the other authors we reference here, such as Roger Caillois and Brian Sutton-Smith. In the chapter recommended below, Huizinga establishes his essential definition of play.”</mark> [Page 111](zotero://open-pdf/library/items/52X7TLLB?page=111&annotation=highlight-p111x68y485)
- <mark class="hltr-yellow">"Rules • are binding. Rules are meant to be followed. Part of the "magic" of the magic circle is that the rules contain their own authority. The reason why the rules of a game can remain fixed and shared is because they are ultimately binding. In some games, the authority of the rules is manifest in the persona of the referee. Like the rules themselves, the referee has an authority beyond that of an ordinary player. If players did not feel that rules were binding, they would feel free to cheat or to leave the game as a "spoil sport."”</mark> [Page 132](zotero://open-pdf/library/items/52X7TLLB?page=132&annotation=highlight-p132x60y149)
- Les regles com a part ms important del cercle mgic
- <mark class="hltr-yellow">"The magic circle imbues games with special meanings. One of the most important meanings to emerge is the game's victory conditions. Winning the game might only have value within the magic circle, yet players pursue it. By virtue of their participation in the game, they have taken on as meaningful the game's presumptions and proscriptions, including everything associated with winning. The struggle among the players to achieve the goal of a game and become winners is the competitive activity that drives a game's system of conflict.”</mark> [Page 251](zotero://open-pdf/library/items/52X7TLLB?page=251&annotation=highlight-p251x68y265)
- Meaningful.
- <mark class="hltr-yellow">"magic circle”</mark> [Page 251](zotero://open-pdf/library/items/52X7TLLB?page=251&annotation=highlight-p251x380y331)
- <mark class="hltr-yellow">"A game's goal is defined by its rules and is tightly interwoven into the formal structure of the game as a whole. A game's goal is a central feature of its formal structure. When players come together to play a game, the goal is at the center of the magic circle, the pole that holds aloft the circular tent of the game while the players are inside the structure, at play with one other. The goal sustains their interest, their engagement, and their desire. Without a clear goal, meaningful game play is not possible; if players cannot judge how their actions are bringing them closer to or farther away from winning the game, they cannot properly understand the significance of their actions, and the game collapses into a jumbled heap of ambiguity.”</mark> [Page 259](zotero://open-pdf/library/items/52X7TLLB?page=259&annotation=highlight-p259x68y206)
- Amb un Objectiu.Una altra caracterstica del Cercle mgic
- <mark class="hltr-yellow">"The magic circle is fragile, easily dispelled when players fail to invest faith in the game. If your players feel that your game is unfair, that it lacks a level playing field, it is unlikely that they will want to play. Within the magic circle, a game is suspended between the ideal notion of a level playing field and the reality of inevitable unfairness, a reality that creeps into every game, even while the magic circle's border holds it at bay. Perhaps games do not take place on an absolutely level playing field. But they are premised on the very real idea of fairness and equality. This struggle is part of what gives games their vitality.”</mark> [Page 263](zotero://open-pdf/library/items/52X7TLLB?page=263&annotation=highlight-p263x68y584)
- L'error es permet dins el cercle mgic
- <mark class="hltr-yellow">"The player who trespasses against the rules or ignores them is a "spoil-sport." The spoil-sport is not the same as the false player, the cheat; for the latter pretends to be playing the game and, on the face of it, still acknowledges the magic circle…the spoil-sport shatters the play-world itself. By withdrawing from the game he reveals the relativity and fragility of the play-world in which he had temporarily shut himself with others.- Johann Huizinga, Homo Ludens”</mark> [Page 274](zotero://open-pdf/library/items/52X7TLLB?page=274&annotation=highlight-p274x68y338)
- El concepte del aixafaguitarres
- <mark class="hltr-yellow">"magic circle…”</mark> [Page 274](zotero://open-pdf/library/items/52X7TLLB?page=274&annotation=highlight-p274x307y378)
- <mark class="hltr-yellow">"The spoil-sport is the category of player furthest from the standard player. As game designer Mark Prensky explains, "What spoils a game is not so much the cheater who accepts the rules but doesn't play by them (we can deal with him or her), but the nihilist who denies them altogether."[ 2] The cheater breaks the rules but remains within the space of play”</mark> [Page 275](zotero://open-pdf/library/items/52X7TLLB?page=275&annotation=highlight-p275x68y637)
- Mark Prensky
- <mark class="hltr-yellow">"The spoil-sport, more than any other kind of player, demonstrates the fragility of the magic circle. Not bound by a faith in the game, an interest in the lusory attitude, a respect for the rules, or even a concern for the outcome, the spoil-sport is the representative of the world outside the game. Armed with a powerful lack of belief, the spoil-sport has no qualms about ruining the play of others.”</mark> [Page 275](zotero://open-pdf/library/items/52X7TLLB?page=275&annotation=highlight-p275x68y413)
- <mark class="hltr-yellow">"magic circle.”</mark> [Page 275](zotero://open-pdf/library/items/52X7TLLB?page=275&annotation=highlight-p275x442y452)
- <mark class="hltr-yellow">"The magic circle of a game is, by definition, removed in some way from what Huizinga calls "ordinary life." The victories and losses, the triumphs and failures that a player experiences in a game are in a very real sense contained within the magic circle”</mark> [Page 327](zotero://open-pdf/library/items/52X7TLLB?page=327&annotation=highlight-p327x68y193)
- <mark class="hltr-yellow">"If one considers the self-contained nature of the magic circle, the way that games create their own meanings and provide their own goals, it is clear that games are strongly autotelic. We borrow the term from psychologist Mihaly Csikszentmihalyi, who in his book Flow explains that "The term 'autotelic' derives from”</mark> [Page 327](zotero://open-pdf/library/items/52X7TLLB?page=327&annotation=highlight-p327x68y61)
- Concepte de Autotelic:Mihaly Csikszentmihalyi a la Teoria del Flow
- <mark class="hltr-yellow">"two Greek words, auto meaning self and telos meaning goal. It refers to a self-contained activity, one that is done not with the expectation of some future benefit, but simply because the doing itself is the reward."[ 6]”</mark> [Page 328](zotero://open-pdf/library/items/52X7TLLB?page=328&annotation=highlight-p328x32y756)
- <mark class="hltr-yellow">"Beginning a game means entering into the magic circle. Players cross over this boundary to adopt the artificial behaviors and rituals of a game. During the game, the magic circle persists until the game concludes. Then the magic circle dissolves and players return to the ordinary world. These two actions, crossing into the magic circle as well as maintaining its existence, represent two of the chief challenges of designing meaningful play. The two actions require a carefully orchestrated double seduction. First, players are seduced into entering the magic circle of a game. Second, players are seduced into continuing to play.”</mark> [Page 329](zotero://open-pdf/library/items/52X7TLLB?page=329&annotation=highlight-p329x68y603)
- <mark class="hltr-yellow">"magic circle”</mark> [Page 329](zotero://open-pdf/library/items/52X7TLLB?page=329&annotation=highlight-p329x68y630)
- <mark class="hltr-yellow">"Both events are challenging to design. The first seduction, bringing players into the magic circle, requires players to cross a threshold that will take them out of their ordinary lives and into the world of the game.The difficulty in making this happen comes from the formal quality of game play. It is much easier to slip into and out of ludic activities that aren't games. Are you eating peanuts and feeling playful? Just toss one up and see if you can catch it in your mouth. How about those building blocks on your desk? Stack them up, knock them down, or just let them be. In The Magic Circle, we looked at the way a child might play with a doll, at how smoothly a player can slip in and out of play, at how permeable the borders are between playing and not playing. In games, however, the transition between not playing the game and starting to play the game is more clearly defined. Games usually require formal preparation: finding players, reading the rules, opening a saved game file, shuffling cards, setting up the board, and so on. Players must learn the system and "officially" enter into the game and begin play. This is a genuine hurdle for players of your game: they must attend to the initial set of chores that lie on the border of the magic circle; they must properly perform the rituals of entry.”</mark> [Page 329](zotero://open-pdf/library/items/52X7TLLB?page=329&annotation=highlight-p329x68y432)
- <mark class="hltr-yellow">"Pleasure is intrinsic to games in many ways. The act of playing a game, submitting to a set of rules, is itself a form of pleasure. The restraint that limiting game behavior affords heightens the player's sense of pleasure.”</mark> [Page 356](zotero://open-pdf/library/items/52X7TLLB?page=356&annotation=highlight-p356x68y615)
- Diversi/Plaer:Una altra caracterstica del Cercle Mgic
- <mark class="hltr-yellow">"Games provide autotelic pleasures, experiences that are pursued for their own sake. Although it is true that games provide extrinsic pleasures that affect a player's life outside the game, all games also provide intrinsic, autotelic pleasures that are significant only within the artificial meanings that the game creates.”</mark> [Page 356](zotero://open-pdf/library/items/52X7TLLB?page=356&annotation=highlight-p356x68y563)
- <mark class="hltr-yellow">"Games must provide a double seduction for players. First, players must be seduced into entering the magic circle. Second, players must be continually seduced into remaining inside the circle of play.”</mark> [Page 356](zotero://open-pdf/library/items/52X7TLLB?page=356&annotation=highlight-p356x68y536)
- <mark class="hltr-yellow">"Psychologist Mihaly Csikszentmihalyi describes optimal experience as flow. Flow is the exhilarating pleasure that occurs when someone is engaged with an activity and feels in control of his or her actions. Although flow is not unique to games, it is a useful way of thinking about the creation of game pleasure.”</mark> [Page 356](zotero://open-pdf/library/items/52X7TLLB?page=356&annotation=highlight-p356x68y444)
- <mark class="hltr-yellow">"Csikszentmihalyi names eight characteristics of flow, each of which has a strong connection to games. Four of the eight characteristics describe the effects of flow: ♦ the merging of action and awareness ♦ concentration ♦ the loss of self-consciousness ♦ the transformation of time”</mark> [Page 356](zotero://open-pdf/library/items/52X7TLLB?page=356&annotation=highlight-p356x68y351)
- <mark class="hltr-yellow">"The magic circle of a game is the space where special meanings obtain. It is the space where the rules of a game take hold, as well as the context for the interpretation of meaning.”</mark> [Page 370](zotero://open-pdf/library/items/52X7TLLB?page=370&annotation=highlight-p370x68y430)
- <mark class="hltr-yellow">"magic circle”</mark> [Page 370](zotero://open-pdf/library/items/52X7TLLB?page=370&annotation=highlight-p370x88y443)
- <mark class="hltr-yellow">"The meanings within the magic circle of a game are derived both from the internal formal system of the game as well as the ways that the game refers to the real world.”</mark> [Page 370](zotero://open-pdf/library/items/52X7TLLB?page=370&annotation=highlight-p370x68y404)
- <mark class="hltr-yellow">"The magic circle is the space within which such paradoxical signals become meaningful.”</mark> [Page 442](zotero://open-pdf/library/items/52X7TLLB?page=442&annotation=highlight-p442x32y690)
- <mark class="hltr-yellow">"As players mingle with each other inside the magic circle, their social interactions highlight important aspects of a game's design. Meaningful play can be framed as a social phenomena. Understanding how social play becomes meaningful, manifest both as interactions occurring within an individual game, and as interactions across larger play communities, is the focus of this chapter.”</mark> [Page 453](zotero://open-pdf/library/items/52X7TLLB?page=453&annotation=highlight-p453x68y199)
- <mark class="hltr-yellow">"Additionally, Piaget's developmental model has a loose correlation to the way an adult player comes to know a game. When a player is initially brought into the magic circle of a game, a player is often not yet familiar with its specific rules. Instead, a player has a vague sense of the game's operation, similar to a child in Stage one of Piaget's model. When a player is learning to play a game, the mechanisms of a game seem fixed and”</mark> [Page 466](zotero://open-pdf/library/items/52X7TLLB?page=466&annotation=highlight-p466x32y69)
- <mark class="hltr-yellow">"the player's attention is focused on learning how to play, like a child in Stage two. The more that a player plays a game the more she sees the game as a system open to manipulation (albeit one whose binding authority must be respected). When the player gets stuck in the middle of a computer adventure game, for example, she might purchase a strategy guide or go online to find a walkthrough guide. Later in her play experience, she might download a hack, design her own level, or start a fan web page. The play patterns of an experienced player demonstrate an understanding of the game as something that is amenable to change. In a very approximate sense, the progress of a player into a game or the general culture of games recapitulates Piaget's model of a child coming to understand the concept of game rules.”</mark> [Page 467](zotero://open-pdf/library/items/52X7TLLB?page=467&annotation=highlight-p467x68y677)
- <mark class="hltr-yellow">"Considering games as culture entails moving beyond the borders of the magic circle to consider how games interact with contexts that lie outside the actual rules and play of the game itself.”</mark> [Page 502](zotero://open-pdf/library/items/52X7TLLB?page=502&annotation=highlight-p502x68y430)
- <mark class="hltr-yellow">"In both cases, the permeability of the magic circle feeds innovation, resulting in rich systems of cultural production and new forms of creative expression.”</mark> [Page 532](zotero://open-pdf/library/items/52X7TLLB?page=532&annotation=highlight-p532x32y663)
- <mark class="hltr-yellow">"All games engender this quality of double-consciousness, but A.I. took it to new heights. Part of the brilliance of the game's design is that it incorporated metacommunication itself as a form of play.By blurring the boundaries of the magic circle as a key design choice, it made new forms of boundary-crossing possible, intensifying the pleasure of metacommunication. As players moved through the designed structures of the game, at every moment tensions between belief and skepticism, between playing a game and playing real life, moved the game forward and created compelling forms of play.”</mark> [Page 563](zotero://open-pdf/library/items/52X7TLLB?page=563&annotation=highlight-p563x68y452)
> [!context]-
> Context::
> [!importància]-
> Importància::