Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Size: 27.63 MB
Format: PDF, Mobi
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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. 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.
Language: en
Pages: 244
Pages: 244
Language: en
Pages: 244
Pages: 244
Language: de
Pages: 90
Pages: 90
Language: de
Pages: 416
Pages: 416
Mallard heißt der kleine Ort im ländlichen Louisiana, der auf keiner Karte verzeichnet ist. Seine Bewohner blicken mit Stolz auf eine lange Tradition und Geschichte, und vor allem auf ihre Kinder, die von Generation zu Generation hellhäutiger zu werden scheinen. Hier werden in den 1950ern Stella und Desiree geboren, Zwillingsschwestern
Language: en
Pages: 162
Pages: 162
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea
Language: en
Pages: 640
Pages: 640
A graduate level text which systematically lays out the foundations of Quantum Groups.
Language: en
Pages: 164
Pages: 164
Books about The Universal Path-finder and Business Man's Pocket Companion
Language: en
Pages: 172
Pages: 172
Long clearances, aerial battles, hard tackles, 50/50 balls, all ahead forward moving mentality, constant changes of possession, hopeful crosses into a crowded goal area, functional players with limited skill sets… these are all ‘features’ of the Second Ball Game, the “kick it long and hope for the best” strategy that
Language: en
Pages:
Pages:
Books about Annual Report of the Director of the Mint
Language: de
Pages: 448
Pages: 448
Die wahre Geschichte über Rachel DeLoache Williams und Anna Sorokin Partys in den hippsten und teuersten Clubs, ausgiebige Spa-Aufenthalte, im Privatjet um die Welt: Für ihre New Yorker Freunde war Anna Delvey eine adelige deutsche Millionenerbin. Das dachte auch Rachel DeLoache Williams. Nachdem sich die beiden über Bekannte kennenlernten, werden