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books for the game industry Although I'm not a member of the videogame industry, I very much enjoyed looking at Ernest Adams' list of Fifty Books Everyone In the Game Industry Should Read. There are a few that are game-design-oriented in ways that I can't find relevance in, but only a few: Adams keeps much of the list oriented around theoretical and inspirational texts. The following are books that I own / have read: Rules of Play, by Katie Salen and Eric Zimmerman A Theory of Fun for Game Design, by Raph Koster The Visual Display of Quantitative Information, by Edward Tufte Visual Explanations, by Edward Tufte Envisioning Information, by Edward Tufte (he has a new one out, too) Everything Bad Is Good for You, by Steven Johnson Understanding Comics, by Scott McCloud Homo Ludens, by Johan Huizinga The Lord of the Rings, by J.R.R. Tolkien Dungeons & Dragons Player’s Handbook, by various authors (*cough*gygax*cough*) Watchmen, by Alan Moore and Dave Gibbons Understanding Media: The Extensions of Man, by Marshall McLuhan The Hero with a Thousand Faces, by Joseph Campbell Hamlet on the Holodeck: The Future of Narrative in Cyberspace, by Janet H. Murray and the following are the books on Adams' list that I'd like to read, along with intriguing clippings of his descriptions: Trigger Happy: The Inner Life of Videogames, by Steven Poole Half-Real: Video Games between Real Rules and Fictional Worlds, by Jesper Juul Unit Operations: An Approach to Videogame Criticism, by Ian Bogost Joystick Nation, by J.C. Herz What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee The Mythical Man-Month: Essays on Software Engineering, by Frederick P. Brooks A Pattern Language, by Christopher Alexander et al Man, Play, and Games, by Roger Caillois The Ambiguity of Play, by Brian Sutton-Smith Labels: book_commentary, game_commentary, lists
Friday, October 13, 2006
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