Computers & Internet Books:

Half-Real

Video Games between Real Rules and Fictional Worlds
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Paperback / softback
$72.99
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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.

Author Biography:

Jesper Juul is Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts. He is the author of Half-Real Video Games between Real Rules and Fictional Worlds; A Casual Revolution Reinventing Video Games and Their Players; and The Art of Failure An Essay on the Pain of Playing Video Games, all published by the MIT Press.
Release date Australia
August 19th, 2011
Author
Audience
  • Professional & Vocational
Illustrations
137 illus.
Interest Age
From 18 years
Pages
244
Dimensions
178x229x14
ISBN-13
9780262516518
Product ID
10818086

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