Check nearby libraries
Buy this book
Jesper Juul examines the constantly evolving tension between rules & fiction in video games. He argues that such games are both a departure from and a development of traditional non-electronic games.
Check nearby libraries
Buy this book
Previews available in: English
Showing 2 featured editions. View all 2 editions?
Edition | Availability |
---|---|
1
Half-real: video games between real rules and fictional worlds
2011, MIT Press
in English
0262516519 9780262516518
|
aaaa
Libraries near you:
WorldCat
|
2
Half-real: Video Games between Real Rules and Fictional Worlds
2005, MIT Press, The MIT Press
Hardcover
in English
0262101106 9780262101103
|
cccc
Libraries near you:
WorldCat
|
Book Details
Table of Contents
Edition Notes
Includes bibliographical references and index.
Internet Archive - 2
Internet Archive 2
Classifications
The Physical Object
ID Numbers
Source records
Marygrove College MARC recordInternet Archive item record
Better World Books record
Library of Congress MARC record
ISBNdb
Work Description
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.
Community Reviews (0)
Feedback?December 29, 2022 | Edited by MARC Bot | import existing book |
February 28, 2020 | Edited by MARC Bot | remove fake subjects |
February 11, 2020 | Edited by ImportBot | import existing book |
July 14, 2017 | Edited by Mek | adding subject: Internet Archive Wishlist |
December 10, 2009 | Created by WorkBot | add works page |