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Half-Real

Video Games between Real Rules and Fictional Worlds

By Jesper Juul

(4)

| Hardcover | 9780262101103

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Book 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 ficContinue

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.

Critics

  • Half-Real

    Film became accepted as an object of academic study in the 1960s, approximately 70 years after the first public screenings. In contrast, video games are being studied in universities only a few decades after the first commercial game, 1970s Computer ... (read full critics)

    raintaxi published on Fri, 3 Sep 2010

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Book Details

  • Rating:
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  • English Books
  • Hardcover 240 Pages
  • Edition: 1
  • ISBN-10: 0262101106
  • ISBN-13: 9780262101103
  • Publisher: The MIT Press
  • Pub date: Dec 02, 2005
  • Dimensions: 1484 mm x 1161 mm x 129 mm Just how big is that?
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9780262101103 Hardcover $36.00 $31.75 bn.com
$38.00 $34.40 The Book Depository
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