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Juul Jesper (Associate Professor The Royal Danish Academy Of Fine Arts)
Juul Jesper (Associate Professor The Royal Danish Academy Of Fine Arts) - Half - Real Video Games Between Real Rules And Fictional Worlds - Paperback
Juul Jesper (Associate Professor The Royal Danish Academy Of Fine Arts) - Half - Real Video Games Between Real Rules And Fictional Worlds - Paperback
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Binding: Paperback
Description: 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 more 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.
Title: Half - Real Video Games Between Real Rules And Fictional Worlds
Author(s): Juul Jesper (Associate Professor The Royal Danish Academy Of Fine Arts)
Publisher: Mit Press Ltd
Barcode: 9780262516518
Pages: 244 Pages, 137 Illus.
Publication Date: 8/19/2011
Series: Half-Real
Category: Computer Games / Online Games: Strategy Guides
Description: 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 more 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.
Title: Half - Real Video Games Between Real Rules And Fictional Worlds
Author(s): Juul Jesper (Associate Professor The Royal Danish Academy Of Fine Arts)
Publisher: Mit Press Ltd
Barcode: 9780262516518
Pages: 244 Pages, 137 Illus.
Publication Date: 8/19/2011
Series: Half-Real
Category: Computer Games / Online Games: Strategy Guides
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