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Half-Real: Video Games Between Real Rules and Fictional Worlds Hardcover – 9 Dec 2005

4.6 out of 5 stars 3 customer reviews

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Product details

  • Hardcover: 233 pages
  • Publisher: MIT Press; First Edition edition (9 Dec. 2005)
  • Language: English
  • ISBN-10: 0262101106
  • ISBN-13: 978-0262101103
  • Product Dimensions: 17.8 x 1.3 x 22.9 cm
  • Average Customer Review: 4.6 out of 5 stars 3 customer reviews
  • Amazon Bestsellers Rank: 1,202,501 in Books (See Top 100 in Books)
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Product description

Review

"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." --Eric Zimmerman, Cofounder & CEO, gameLab "Jesper Juul gives us an insightful analysis of the interplay of rules and fiction. Unlike so much of the academic literature on gaming, it's both concise and readable. Strongly recommended." --Ernest W. Adams, freelance game designer

Synopsis

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.

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9 June 2016
Format: Paperback|Verified Purchase
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22 September 2014
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Amazon.com: 4.0 out of 5 stars 14 reviews
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4.0 out of 5 starsGood read about games
25 September 2011 - Published on Amazon.com
Format: Paperback|Verified Purchase
A. L. Hochschild
4.0 out of 5 starsHalf-Read but All Great.
24 October 2011 - Published on Amazon.com
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One person found this helpful.
Ryan B
4.0 out of 5 starsFor beginners to game design
19 January 2014 - Published on Amazon.com
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One person found this helpful.
Amazon Customer
5.0 out of 5 starsand this book was recommended by my Theory of New Media professor
9 December 2016 - Published on Amazon.com
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5.0 out of 5 starsFive Stars
17 September 2016 - Published on Amazon.com
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