$35.49 when purchased online
Target Online store #3991
About this item
Highlights
- An in-depth analysis of game development and rules and fiction in video games--with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world.
- About the Author: Jesper Juul is Visiting Assistant Arts Professor at the New York University Game Center.
- 244 Pages
- Games, Video & Electronic
Description
About the Book
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.Book Synopsis
An in-depth analysis of game development and rules and fiction in video games--with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more 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.About the Author
Jesper Juul is Visiting Assistant Arts Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds (2005), published by the MIT Press.
Dimensions (Overall): 8.6 Inches (H) x 6.7 Inches (W) x .6 Inches (D)
Weight: .9 Pounds
Suggested Age: 22 Years and Up
Number of Pages: 244
Genre: Games
Sub-Genre: Video & Electronic
Publisher: MIT Press
Format: Paperback
Author: Jesper Juul
Language: English
Street Date: August 19, 2011
TCIN: 1005995657
UPC: 9780262516518
Item Number (DPCI): 247-08-1530
Origin: Made in the USA or Imported
Shipping details
Estimated ship dimensions: 0.6 inches length x 6.7 inches width x 8.6 inches height
Estimated ship weight: 0.9 pounds
We regret that this item cannot be shipped to PO Boxes.
This item cannot be shipped to the following locations: American Samoa (see also separate entry under AS), Guam (see also separate entry under GU), Northern Mariana Islands, Puerto Rico (see also separate entry under PR), United States Minor Outlying Islands, Virgin Islands, U.S., APO/FPO
Return details
This item can be returned to any Target store or Target.com.
This item must be returned within 90 days of the date it was purchased in store, shipped, delivered by a Shipt shopper, or made ready for pickup.
See the return policy for complete information.