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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 [Formato Kindle]

Jesper Juul

Prezzo edizione digitale: EUR 14,90 Cos'è?
Prezzo Copertina Ed. Cartacea: EUR 15,08
Prezzo Kindle: EUR 10,43 include IVA (dove applicabile) e il download wireless gratuito con Amazon Whispernet
Risparmi: EUR 4,65 (31%)

Formati

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Formato Kindle EUR 10,43  
Copertina rigida EUR 20,50  
Copertina flessibile EUR 14,93  

Descrizione prodotto

Sinossi

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.


Dettagli prodotto

  • Formato: Formato Kindle
  • Dimensioni file: 5474 KB
  • Lunghezza stampa: 248
  • Editore: The MIT Press (2 dicembre 2005)
  • Venduto da: Amazon Media EU S.à r.l.
  • Lingua: Inglese
  • ASIN: B004M8RRRU
  • Da testo a voce: Abilitato
  • X-Ray:
  • Posizione nella classifica Bestseller di Amazon: #125.276 a pagamento nel Kindle Store (Visualizza i Top 100 a pagamento nella categoria Kindle Store)

Recensioni clienti

Non ci sono ancora recensioni di clienti su Amazon.it
5 stelle
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Le recensioni clienti più utili su Amazon.com (beta)
Amazon.com: 3.6 su 5 stelle  8 recensioni
15 di 20 persone hanno trovato utile la seguente recensione
5.0 su 5 stelle For everyone interested in game design theory or game studies 14 marzo 2006
Di Chico Queiroz - Pubblicato su Amazon.com
Formato:Copertina rigida
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.
1 di 1 persone hanno trovato utile la seguente recensione
4.0 su 5 stelle Half-Read but All Great. 24 ottobre 2011
Di A. L. Hochschild - Pubblicato su Amazon.com
Formato:Copertina flessibile|Acquisto verificato Amazon
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.
5 di 7 persone hanno trovato utile la seguente recensione
5.0 su 5 stelle A Fresh Approach to Videogame Theory 4 ottobre 2007
Di Reader - Pubblicato su Amazon.com
Formato:Copertina rigida|Acquisto verificato Amazon
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.
4.0 su 5 stelle For beginners to game design 19 gennaio 2014
Di Ryan B - Pubblicato su Amazon.com
Formato:Copertina flessibile|Acquisto verificato Amazon
Fantastic book for anyone who is curious about game design but has just started looking into it. Whether you would want to make games later on or just better understand them, this book explains things in a very effective way. Although I understood most of the book already, there were still a few bits I learned from it. Give it to someone who needs to appreciate videogames more.
4.0 su 5 stelle Good read about games 25 settembre 2011
Di ValtheRed - Pubblicato su Amazon.com
Formato:Copertina flessibile|Acquisto verificato Amazon
This is an interesting read for anyone who wants a perspective about games and gaming from someone who isn't a typical "fanboy" or "industry geek." Some of the insights were a bit typical for what you might expect, but there were a few nuggets that showed that Juul actually took some time to think about the genre and how rules both affect and are effected in games. I found it a bit light on scholarly sources, but since he is a professor, perhaps this book is more what he is teaching in his class than his own research. Not a bad read, if you can stomach some of prose.

I più evidenziati

 (Cos'è?)
&quote;
A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable. &quote;
Evidenziato da 15 utenti Kindle
&quote;
play a video game is therefore to interact with real rules while imagining a fictional world, and a video game is a set of rules as well as a fictional world. Legend &quote;
Evidenziato da 11 utenti Kindle
&quote;
emergence (a number of simple rules combining to form interesting variations) and that of progression (separate challenges presented serially). &quote;
Evidenziato da 11 utenti Kindle

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