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

Half-Real 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. Full description

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Juul, Jesper
ISBN 10 : 0262516519 ISBN 13 : 9780262516518
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Jesper Juul
Edité par MIT Press Ltd, United States (2014)
ISBN 10 : 0262516519 ISBN 13 : 9780262516518
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Description du livre MIT Press Ltd, United States, 2014. Paperback. État : 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. N° de réf. du libraire AAU9780262516518

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Jesper Juul
Edité par MIT Press Ltd, United States (2014)
ISBN 10 : 0262516519 ISBN 13 : 9780262516518
Neuf(s) Paperback Quantité : 1
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The Book Depository US
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Description du livre MIT Press Ltd, United States, 2014. Paperback. État : 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. N° de réf. du libraire AAU9780262516518

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Juul, Jesper
Edité par MIT Press
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Description du livre MIT Press. État : New. Brand New. N° de réf. du libraire 0262516519

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Jesper Juul
Edité par MIT Press Ltd 2011-09-06, Cambridge, Mass. (2011)
ISBN 10 : 0262516519 ISBN 13 : 9780262516518
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Description du livre MIT Press Ltd 2011-09-06, Cambridge, Mass., 2011. paperback. État : New. N° de réf. du libraire 9780262516518

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Juul, Jesper
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ISBN 10 : 0262516519 ISBN 13 : 9780262516518
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Description du livre MIT Press Ltd, 2011. État : 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. . . . . . . N° de réf. du libraire V9780262516518

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Jesper Juul
ISBN 10 : 0262516519 ISBN 13 : 9780262516518
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Description du livre État : New. Depending on your location, this item may ship from the US or UK. N° de réf. du libraire 97802625165180000000

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Juul, Jesper
Edité par MIT Press Ltd
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Description du livre MIT Press Ltd. État : 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. N° de réf. du libraire V9780262516518

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Jesper Juul
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Description du livre MIT Press Ltd. Paperback. État : 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. N° de réf. du libraire B9780262516518

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Jesper Juul
Edité par MIT Press (2011)
ISBN 10 : 0262516519 ISBN 13 : 9780262516518
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Description du livre MIT Press, 2011. PAP. État : New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. N° de réf. du libraire BB-9780262516518

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