Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press)

Valutazione media 3,82
( su 213 valutazioni fornite da Goodreads )
 
9780262516518: Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press)

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.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

About the Author:

Jesper Juul is Visiting Assistant Arts Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds (2005), published by the MIT Press.

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)

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

I migliori risultati di ricerca su AbeBooks

1.

Jesper Juul
Editore: MIT Press Ltd, United States (2014)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Paperback Quantità: 1
Da
The Book Depository
(London, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press Ltd, United States, 2014. Paperback. Condizione libro: New. 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. Codice libro della libreria AAU9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 17,74
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: Regno Unito a: Italia
Destinazione, tempi e costi

2.

Jesper Juul
Editore: MIT Press Ltd, United States (2014)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Paperback Quantità: 1
Da
The Book Depository US
(London, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press Ltd, United States, 2014. Paperback. Condizione libro: New. 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. Codice libro della libreria AAU9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 18,54
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: Regno Unito a: Italia
Destinazione, tempi e costi

3.

Jesper Juul
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Quantità: 3
Da
BWB
(Valley Stream, NY, U.S.A.)
Valutazione libreria
[?]

Descrizione libro Condizione libro: New. Depending on your location, this item may ship from the US or UK. Codice libro della libreria 97802625165180000000

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 20,71
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: U.S.A. a: Italia
Destinazione, tempi e costi

4.

Jesper Juul
Editore: MIT Press 2011-09-06, Cambridge, Mass. |London (2011)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi paperback Quantità: 1
Da
Blackwell's
(Oxford, OX, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press 2011-09-06, Cambridge, Mass. |London, 2011. paperback. Condizione libro: New. Codice libro della libreria 9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 17,21
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 4,46
Da: Regno Unito a: Italia
Destinazione, tempi e costi

5.

Jesper Juul
Editore: MIT Press Ltd, United States (2014)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Paperback Quantità: 10
Da
Book Depository hard to find
(London, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press Ltd, United States, 2014. Paperback. Condizione libro: New. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. 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. Codice libro della libreria BTE9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 23,48
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
Da: Regno Unito a: Italia
Destinazione, tempi e costi

6.

Jesper Juul
Editore: MIT Press Ltd
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Paperback Quantità: 20
Da
THE SAINT BOOKSTORE
(Southport, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press Ltd. Paperback. Condizione libro: 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. Codice libro della libreria B9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 17,59
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 6,63
Da: Regno Unito a: Italia
Destinazione, tempi e costi

7.

Jesper Juul
Editore: MIT Press (2011)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Brossura Quantità: 3
Da
Ria Christie Collections
(Uxbridge, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press, 2011. Condizione libro: New. book. Codice libro della libreria ria9780262516518_rkm

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 19,54
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 4,92
Da: Regno Unito a: Italia
Destinazione, tempi e costi

8.

Juul, Jesper
Editore: MIT Press (2011)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Quantità: 3
Da
Books2Anywhere
(Fairford, GLOS, Regno Unito)
Valutazione libreria
[?]

Descrizione libro MIT Press, 2011. PAP. Condizione libro: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Codice libro della libreria BB-9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 13,74
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 11,15
Da: Regno Unito a: Italia
Destinazione, tempi e costi

9.

Jesper Juul
Editore: Mit University Press Group Ltd (2011)
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Brossura Quantità: 1
Da
Valutazione libreria
[?]

Descrizione libro Mit University Press Group Ltd, 2011. Condizione libro: New. Codice libro della libreria EH9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 19,18
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 6,99
Da: Germania a: Italia
Destinazione, tempi e costi

10.

Juul, Jesper
ISBN 10: 0262516519 ISBN 13: 9780262516518
Nuovi Quantità: 1
Da
Pbshop
(Wood Dale, IL, U.S.A.)
Valutazione libreria
[?]

Descrizione libro 2011. PAP. Condizione libro: New. New Book.Shipped from US within 10 to 14 business days. Established seller since 2000. Codice libro della libreria IB-9780262516518

Maggiori informazioni su questa libreria | Fare una domanda alla libreria

Compra nuovo
EUR 19,01
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 9,89
Da: U.S.A. a: Italia
Destinazione, tempi e costi

Vedi altre copie di questo libro

Vedi tutti i risultati per questo libro