Half-real : video games between real rules and fictional worlds
ix, 233 pages : 24 cm "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."--BOOK JACKET Includes bibliographical references (p. [203]-225) and index
physical copy
More Books
Multispace & Multistructure. Neutrosophic Transdisciplinarity (100 Collected Papers of Sciences; Fourth Volume)
This is an eclectic tome of 100 papers in various fields of sciences, alphabetically listed, such as: astronomy, biology, calculus, chemistry, computer programming codification, economics and business and politics, ed...
PCMania 30
PCManiΒa was a long-lived Spanish computer magazine. Unlike other magazines at the time, they covered a vast number of fields related to PCs such as gaming, technology previews, programming tutorials, etc. They also h...
Byte Magazine Volume 00 Number 13 - Bicentennial
Foreground
p.26 BUILD THIS MATHEMATICAL FUNCTION UNIT-Part 1
[theme Hardware] [author Guthrie]
p.36 RANDOMIZE YOUR PROGRAMMING
[theme Software] [author Grappel]
p.40 A BASIC STAR TREK TRAINER
[theme Software] [author ...
Antic Magazine Volume 3 Number 12 (Computer Frontiers)
Antic Magazine Vol. 3 No. 12 - April 1985 - Computer Frontiers
* 84 Tax Spreadsheet Update Syncalc Preparation Follow Up by Ken Harms
* Secret Agent Cryptography software by John Smith
* Communications Welcome to An...
ECHELON - Surveillance Network (Collection)
"Duncan Campbell, a British investigative reporter, prepared a report on Echelon, the US-led satellite surveillance network."Misc. collection of documents regarding 1999 announcement of automated FVEY surveillance net...
PCMania 67
PCMania was a long-lived Spanish computer magazine. Unlike other magazines at the time, they covered a vast number of fields related to PCs such as gaming, technology previews, programming tutorials, etc. They also he...