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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 [Hardcover]

Jesper Juul (Author)
4.0 out of 5 stars  See all reviews (5 customer reviews)


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Book Description

0262101106 978-0262101103 November 4, 2005

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.



Editorial Reviews

Review

"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



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.



" 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

About the Author

"*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


Product Details

  • Hardcover: 248 pages
  • Publisher: The MIT Press (November 4, 2005)
  • Language: English
  • ISBN-10: 0262101106
  • ISBN-13: 978-0262101103
  • Product Dimensions: 9.1 x 7.2 x 0.9 inches
  • Shipping Weight: 1.4 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #465,693 in Books (See Top 100 in Books)

More About the Author

I have been working with the development of video game theory since the late 1990's. My primary occupation is as an academic, but I also develop video games on occasion.

More than anything, my mission in life is to take video games seriously - as a form of culture, as an art form, as experiences.

I am a visiting arts professor at the New York University Game Center, but I previously worked at the Singapore-MIT GAMBIT Lab at MIT and at the IT University of Copenhagen. My book Half-Real on video game theory was published by MIT press in 2005, and my more recent book, A Casual Revolution, examines how puzzle games, music games, and the Nintendo Wii are bringing video games to a new audience.

For updates or comments, visit my blog The Ludologist on "game research and other important things"!

 

Customer Reviews

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Average Customer Review
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15 of 20 people found the following review helpful:
5.0 out of 5 stars For everyone interested in game design theory or game studies, March 14, 2006
By 
Chico Queiroz (Rio de Janeiro, RJ Brazil) - See all my reviews
This review is from: Half-Real: Video Games between Real Rules and Fictional Worlds (Hardcover)
In Half-Real, Jesper Juul presents us a not only a new definition for games (computer-based or not), but also an original perspective on videogames and how they operate. Going beyond the 'Ludology x Narratology' discussion, Juul balances the 'Rules' and 'Fiction' elements of video games, emphasizing how they relate to each other.

The book is very insightful, containing information that will be valuable to game designers, academics, gamers and new media enthusiasts. Although you could find some of the its content on Juul's previous articles available on the internet, they are much more complete polished in Haf-Real.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Half-Read but All Great., October 24, 2011
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I had to purchase this book for an English class where we discuss how we can use videogames to produce fiction, and also how to produce a videogame that is fiction, as well as how the two relate. From what we have covered so far it has really sparked my interest to pursue other literature in this category. Jesper Juul does a great job putting his thoughts out there, and it's been a great read so far.
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5 of 7 people found the following review helpful:
5.0 out of 5 stars A Fresh Approach to Videogame Theory, October 4, 2007
By 
Reader (SPRINGFIELD, PA USA) - See all my reviews
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This review is from: Half-Real: Video Games between Real Rules and Fictional Worlds (Hardcover)
Very good book on the theory of videogames. Accessible, innovative, thoughtful, and centered on concrete (and popular) examples. He also includes lots of screenshots, which is good.

Juul takes what might be called a "grassroots" approach to game studies, not bringing heavy disciplinary baggage to colonize the area, but instead trying to build a formal theory of games from the ground up. He takes his lead primarily from game and culture theorists like Huizinga, Caillois, Crawford and Sutton-Smith rather than from literary theory or media studies. But he really charts his own course and stakes out his own ground in many ways.

He has a strong interest in game rules, which has led some to criticize him for being overly formalistic, but I find this a refreshing and interesting contrast to the more standard "new media" approach to video games.
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