Jesper juul half real pdf

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jesper juul half real pdf

Juul Rules and Fiction - Half Real

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Published 05.09.2019

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Juul, Jesper - Half-Real

Unlike so much of the academic literature on gaming, it's both concise and readable. Strongly recommended. Adams, freelance game designer " Half-Real tackles key issues in games, from rules and structure to aesthetics and fiction to the complexities of player experience. Juul puts these topics in the context of current intellectual debates, making the book not just a playful exploration of games themselves but a celebration of the emerging fields of game studies and game design theory. Half-Real is essential reading for scholars, designers, and everyone in between.

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No part of this book may be reproduced in any form by any electronic or mechanical means including photocopying, recording, or information storage and retrieval without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. Printed and bound in the United States of America. Includes bibliographical references and index. ISBN alk. Video games-Rules. Video games-Psychological aspects.

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.

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