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Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: HPB-Red, Dallas, TX, Estados Unidos de America
Libro
paperback. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Bellwetherbooks, McKeesport, PA, Estados Unidos de America
Libro
paperback. Condición: As New. LIKE NEW/UNREAD!!! Text is Clean and Unmarked! Has a small black line or red dot on bottom/exterior edge of pages.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Book Alley, Pasadena, CA, Estados Unidos de America
Libro
paperback. Condición: Very Good. Very Good. Gently used with no markings in text. Binding is tight.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GF Books, Inc., Hawthorne, CA, Estados Unidos de America
Libro
Condición: Very Good. Book is in Used-VeryGood condition. Pages and cover are clean and intact. Used items may not include supplementary materials such as CDs or access codes. May show signs of minor shelf wear and contain very limited notes and highlighting.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Books Unplugged, Amherst, NY, Estados Unidos de America
Libro
Condición: Fair. Buy with confidence! Book is in acceptable condition with wear to the pages, binding, and some marks within.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Book Deals, Tucson, AZ, Estados Unidos de America
Libro
Condición: Fair. Acceptable/Fair condition. Book is worn, but the pages are complete, and the text is legible. Has wear to binding and pages, may be ex-library.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Books Unplugged, Amherst, NY, Estados Unidos de America
Libro
Condición: Good. Buy with confidence! Book is in good condition with minor wear to the pages, binding, and minor marks within.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GF Books, Inc., Hawthorne, CA, Estados Unidos de America
Libro
Condición: Fine. Book is in Used-LikeNew condition. Pages and cover are clean and intact. Used items may not include supplementary materials such as CDs or access codes. May show signs of minor shelf wear.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Book Deals, Tucson, AZ, Estados Unidos de America
Libro
Condición: Very Good. Very Good condition. Shows only minor signs of wear, and very minimal markings inside (if any).
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GF Books, Inc., Hawthorne, CA, Estados Unidos de America
Libro
Condición: New. Book is in NEW condition.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GoldenWavesOfBooks, Fayetteville, TX, Estados Unidos de America
Libro
Paperback. Condición: new. New. Fast Shipping and good customer service.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Libro
Condición: New.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Libro
Condición: As New. Unread book in perfect condition.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Byrd Books, Austin, TX, Estados Unidos de America
Libro
Paperback. Condición: very good. In Used Condition.
Publicado por MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Monster Bookshop, Fleckney, Reino Unido
Libro
Paperback. Condición: New. BRAND NEW ** SUPER FAST SHIPPING FROM UK WAREHOUSE ** 30 DAY MONEY BACK GUARANTEE.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Book Deals, Tucson, AZ, Estados Unidos de America
Libro
Condición: New. New! This book is in the same immaculate condition as when it was published.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Ria Christie Collections, Uxbridge, Reino Unido
Libro
Condición: New. In.
Publicado por MIT Press Ltd, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: THE SAINT BOOKSTORE, Southport, Reino Unido
Libro
Paperback / softback. Condición: New. New copy - Usually dispatched within 4 working days. 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.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GreatBookPricesUK, Castle Donington, DERBY, Reino Unido
Libro
Condición: New.
Publicado por Mit Pr, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Revaluation Books, Exeter, Reino Unido
Libro
Paperback. Condición: Brand New. 248 pages. 8.60x6.70x0.60 inches. In Stock.
Publicado por MIT Press Ltd, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Libro
Condición: 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. . . . . .
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GoldBooks, Denver, CO, Estados Unidos de America
Libro
Paperback. Condición: new. New Copy. Customer Service Guaranteed.
Publicado por The MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: GreatBookPricesUK, Castle Donington, DERBY, Reino Unido
Libro
Condición: As New. Unread book in perfect condition.
Publicado por MIT Press Ltd, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Kennys Bookstore, Olney, MD, Estados Unidos de America
Libro
Condición: 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.
Publicado por Mit Pr, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Revaluation Books, Exeter, Reino Unido
Libro
Paperback. Condición: Brand New. 248 pages. 8.60x6.70x0.60 inches. In Stock.
Publicado por MIT Press Ltd Aug 2011, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: AHA-BUCH GmbH, Einbeck, Alemania
Libro
Taschenbuch. Condición: Neu. Neuware - An in-depth analysis of game development and rules and fiction in video games with concrete examples, including The Legend of Zelda, Grand Theft Auto, and moreA 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.
Condición: NEW.
Publicado por MIT Press Ltd, Cambridge, Mass., 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: CitiRetail, Stevenage, Reino Unido
Libro
Paperback. Condición: new. Paperback. An in-depth analysis of game development and rules and fiction in video games-with concrete examples, including The Legend of Zelda, Grand Theft Auto, and moreA 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. 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. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Publicado por MIT Press, 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: Hafa Adai Books, Moncks Corner, SC, Estados Unidos de America
Libro
Condición: very good.
Publicado por MIT Press Ltd, Cambridge, Mass., 2011
ISBN 10: 0262516519ISBN 13: 9780262516518
Librería: AussieBookSeller, Truganina, VIC, Australia
Libro
Paperback. Condición: new. Paperback. An in-depth analysis of game development and rules and fiction in video games-with concrete examples, including The Legend of Zelda, Grand Theft Auto, and moreA 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. 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. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.