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Book Synopsis
How abstract design decisions in 2D platform games create rich worlds of meaning for players.

Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump, Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar’s movement, the pacing and rhythm of level design, the personalities expressed by different enemies, and the emotion elicited by collecting a coin.

To understand these games, McDonald draws on technical discussions by game designers as well as theoretical work about the nature of signs from structuralist semiotics. Intersper

Run and Jump

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    Order before 4pm today for delivery by Tue 9 Jun 2026.

    A Paperback by Peter D. McDonald

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      View other formats and editions of Run and Jump by Peter D. McDonald

      Publisher: MIT Press
      Publication Date: 2/6/2024 12:00:00 AM
      ISBN13: 9780262547390, 978-0262547390
      ISBN10: 0262547392

      Description

      Book Synopsis
      How abstract design decisions in 2D platform games create rich worlds of meaning for players.

      Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump, Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar’s movement, the pacing and rhythm of level design, the personalities expressed by different enemies, and the emotion elicited by collecting a coin.

      To understand these games, McDonald draws on technical discussions by game designers as well as theoretical work about the nature of signs from structuralist semiotics. Intersper

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