Anyhow, apart from that great reference there are other useful systems, these Game Design Frameworks offer ways of looking at and crafting game experiences.
The Mechanics Dynamics Aesthetics framework by Robin Hunicke, Marc LeBlanc and Robert Zubek is a nice simple way of breaking things down:
Mechanics: The rules and concepts that formally specify the game-as-system.Apart from the paper, check out the PPT link as well.
Dynamics: The run-time behavior of the game-as-system.
Aesthetics: The desirable emotional responses evoked by the game dynamics
I like under Aesthetics the taxonomy of 8 kinds of "fun":
1. Sensation Game as sense-pleasureSee the PPT from 2004:
2. Fantasy Game as make-believe
3. Narrative Game as drama
4. Challenge Game as obstacle course
5. Fellowship Game as social framework
6. Discovery Game as uncharted territory
7. Expression Game as self-discovery
8. Submission Game as pastime
I have had a quick look at the Learning Games Design Model by Barbara Chamberlin, Jesús Trespalacios and Rachel Gallagher from New Mexico State University, USA.
The “I’s” Have It: A Framework for Serious Educational Game Design by Leonard A. Annetta, North Carolina State University has a different take again using a cascade of 'i' terms to structure thinking for educational games.