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Half-Real: Video Games Between Real Rules and Fictional Worlds

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Half-Real: Video Games Between Real Rules and Fictional Worlds Cover

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;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.andlt;/Pandgt;

Synopsis:

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.

Synopsis:

andlt;Pandgt;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.andlt;/Pandgt;

Synopsis:

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.

About the Author

Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press.

Product Details

ISBN:
9780262516518
Author:
Juul, Jesper
Publisher:
MIT Press (MA)
Location:
Cambridge
Subject:
Video & Electronic
Subject:
Games-Video Games
Copyright:
Edition Description:
Trade paper
Series:
Half-Real
Publication Date:
20110831
Binding:
TRADE PAPER
Grade Level:
from 17
Language:
English
Illustrations:
137 illus.
Pages:
248
Dimensions:
9 x 7 x 0.5 in

Related Subjects

Computers and Internet » Computers Reference » History and Society
Computers and Internet » Multimedia » Virtual Reality
History and Social Science » Economics » General
History and Social Science » Linguistics » Specific Languages and Groups
Hobbies, Crafts, and Leisure » Games » Video Games
Reference » Words Phrases and Language
Religion » Eastern Religions » Philosophy General
Science and Mathematics » Popular Science » Computer Science

Half-Real: Video Games Between Real Rules and Fictional Worlds New Trade Paper
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$21.25 In Stock
Product details 248 pages MIT Press (MA) - English 9780262516518 Reviews:
"Synopsis" by , 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.
"Synopsis" by , andlt;Pandgt;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.andlt;/Pandgt;
"Synopsis" by , 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.
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