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.
-
The Art of Horizon Zero Dawn
$1,104 -
Storyboarding: Turning Script to Motion
$1,748 -
Assassin’s Creed - Uprising 1: Common Ground
$595 -
Storm of Light
$280 -
Fate / Complete Material: Character Material
$1,575 -
Final Fantasy V
$523 -
Creative Projects With Raspberry Pi: Build Gadgets, Cameras, Tools, Home Automation, Games, and More
$875 -
Explore/Create: My Life in Pursuit of New Frontiers, Hidden Worlds, and the Creative Spark
$595 -
Third Person: Authoring and Exploring Vast Narratives
$1,575 -
Wolfenstein II: The New Colossus
$1,400 -
Postsecondary Play: The Role of Games and Social Media in Higher Education
$1,348 -
Power Play: How Video Games Can Save the World
$980 -
Screwattack’s Death Battles: The Journey from the Gaming Vault to the Greatest Fictional Fights Ever.
$593 -
Atari Age: The Emergence of Video Games in America
$1,048 -
Video Games, Popular Culture and World Politics
$6,750 -
Assassination Generation: Video Games, Aggression, and the Psychology of Killing
$910 -
The Military-Entertainment Complex
$873 -
Pokemon Sun & Pokemon Moon: The Official Alola Region Strategy Guide: Vault Edition
$4,550 -
The Evil Within 2
$1,400 -
Gamers’ Survival Guide
$350

