Half-Real: Video Games Between Real Rules and Fictional Worlds

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9780262516518: Half-Real: Video Games Between Real Rules and Fictional Worlds
Review:

"Jesper Juul gives us an insightful analysis of the interplay of rules and fiction. Unlike so much of the academic literature on gaming, it's both concise and readable. Strongly recommended." Ernest W. Adams, freelance game designer " Half-Real tackles key issues in games, from rules and structure to aesthetics and fiction to the complexities of player experience. Juul puts these topics in the context of current intellectual debates, making the book not just a playful exploration of games themselves but a celebration of the emerging fields of game studies and game design theory. Half-Real is essential reading for scholars, designers, and everyone in between." Eric Zimmerman, Cofounder & CEO, gameLab "*Half-Real* tackles key issues in games, from rules and structure to aesthetics and fiction to the complexities of player experience. Juul puts these topics in the context of current intellectual debates, making the book not just a playful exploration of games themselves but a celebration of the emerging fields of game studies and game design theory. Half-Real is essential reading for scholars, designers, and everyone in between."--Eric Zimmerman, Cofounder & CEO, gameLab

From the Publisher:

A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.

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Juul, Jesper
Editorial: MIT Press Ltd, United States (2014)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuevos Paperback Cantidad: 1
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Descripción MIT Press Ltd, United States, 2014. Paperback. Estado de conservación: New. 218 x 170 mm. Language: English . Brand New Book. A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers. Nº de ref. de la librería AAU9780262516518

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Juul, Jesper
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Descripción MIT Press Ltd, 2011. Estado de conservación: New. 2011. Paperback. Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games. Num Pages: 248 pages, 137 illus. BIC Classification: UDX; UYZ. Category: (P) Professional & Vocational. Dimension: 221 x 175 x 15. Weight in Grams: 458. . . . . . . Nº de ref. de la librería V9780262516518

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Descripción MIT Press Ltd, United States, 2014. Paperback. Estado de conservación: New. 218 x 170 mm. Language: English . Brand New Book. A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers. Nº de ref. de la librería AAU9780262516518

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Juul, Jesper
Editorial: MIT Press Ltd 2011-09-06, Cambridge, Mass. (2011)
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Descripción MIT Press Ltd 2011-09-06, Cambridge, Mass., 2011. paperback. Estado de conservación: New. Nº de ref. de la librería 9780262516518

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Descripción MIT Press Ltd. Paperback. Estado de conservación: new. BRAND NEW, Half-Real: Video Games Between Real Rules and Fictional Worlds, Jesper Juul, A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers. Nº de ref. de la librería B9780262516518

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Juul, Jesper
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Descripción MIT Press Ltd. Estado de conservación: New. 2011. Paperback. Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games. Num Pages: 248 pages, 137 illus. BIC Classification: UDX; UYZ. Category: (P) Professional & Vocational. Dimension: 221 x 175 x 15. Weight in Grams: 458. . . . . . Books ship from the US and Ireland. Nº de ref. de la librería V9780262516518

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Descripción MIT Press, 2011. PAP. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería BB-9780262516518

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Juul, Jesper
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Descripción MIT Press, 2011. Paperback. Estado de conservación: New. Brand New Book. Shipping: Once your order has been confirmed and payment received, your order will then be processed. The book will be located by our staff, packaged and despatched to you as quickly as possible. From time to time, items get mislaid en route. If your item fails to arrive, please contact us first. We will endeavour to trace the item for you and where necessary, replace or refund the item. Please do not leave negative feedback without contacting us first. All orders will be dispatched within two working days. If you have any quesions please contact us. Nº de ref. de la librería V9780262516518

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