An edition of Half-real (2005)

Half-real

video games between real rules and fictional worlds

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  • 4.0 (1 rating) ·
  • 8 Want to read
  • 1 Currently reading
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Last edited by ImportBot
December 19, 2023 | History
An edition of Half-real (2005)

Half-real

video games between real rules and fictional worlds

  • 4.0 (1 rating) ·
  • 8 Want to read
  • 1 Currently reading
  • 1 Have read

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.

Publish Date
Publisher
MIT Press
Language
English
Pages
233

Buy this book

Previews available in: English

Edition Availability
Cover of: Half-real
Half-real: video games between real rules and fictional worlds
2011, MIT Press
in English
Cover of: Half-real
Half-real: Video Games between Real Rules and Fictional Worlds
2005, MIT Press, The MIT Press
Hardcover in English

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Book Details


Table of Contents

Video games and the classic game model
Rules
Fiction
Rules and fiction
Conclusions.

Edition Notes

Includes bibliographical references and index.

Internet Archive - 2

Internet Archive 2

Published in
Cambridge, Mass, London
Copyright Date
2005

Classifications

Dewey Decimal Class
794.8
Library of Congress
GV1469.3 .J88 2011, GV1469.3.J88 2011, GV1469.3 .J88 2005

The Physical Object

Pagination
ix, 233 pages
Number of pages
233

ID Numbers

Open Library
OL27790629M
ISBN 10
0262516519
ISBN 13
9780262516518
LCCN
2005047863
OCLC/WorldCat
751716334

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.

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December 19, 2023 Edited by ImportBot import existing book
December 11, 2020 Edited by MARC Bot import existing book
October 9, 2020 Edited by ImportBot import existing book
August 2, 2020 Edited by ImportBot import existing book
December 13, 2019 Created by MARC Bot Imported from Marygrove College MARC record