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Half-real : video games between real rules and fictional worlds
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Half-real : video games between real rules and fictional worlds

Author: Jesper Juul
Publisher: Cambridge, Mass. MIT Press 2005
Edition/Format:   Book : EnglishView all editions and formats
Summary:
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  Read more...
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Details

Genre/Form: 0 Gesamtdarstellung
Document Type: Book
All Authors / Contributors: Jesper Juul
ISBN: 0262101106 9780262101103
OCLC Number: 260129192
Notes: Includes bibliographical references and index
Description: 233 S.
Responsibility: Jesper Juul

Abstract:

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.

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