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Half-Real: Video Games between Real Rules and Fictional Worlds (English Edition)
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Half-Real: Video Games between Real Rules and Fictional Worlds (English Edition) [Formato Kindle]

Jesper Juul

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Descrizione prodotto


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:
  • Word Wise: Non abilitato
  • Posizione nella classifica Bestseller di Amazon: #141.074 a pagamento nel Kindle Store (Visualizza i Top 100 a pagamento nella categoria Kindle Store)

Recensioni clienti

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Amazon.com: 3.8 su 5 stelle  10 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.
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
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.
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
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.
10 di 15 persone hanno trovato utile la seguente recensione
2.0 su 5 stelle Appreciated far above its merits 22 marzo 2010
Di Harviainen Jussi T - Pubblicato su Amazon.com
Formato:Copertina rigida
I was sorely disappointed with this supposed game studies classic. While charmingly written and enforced with good examples, it offers nothing really significant. The author's definition of games is overly convoluted and not just a bit tautological. He has severely misunderstood both Suits' and Wittgenstein's ideas and thus represents them in a way too negative light. And the titular concept of half-reality is mostly just a useful simplification for speaking to people who have not read semiotics or hermeneutical appropriation theory.

If this is the first book on video game studies you read, it will look damn impressive. If, however, you are more versed in the field, and especially in the study of games and their like outside the video game perspective, it will look just misdirected, outdated and hopelessly shallow.
5.0 su 5 stelle AN amazing read, engrossing and thought provoking at the same time! 30 maggio 2014
Di Aditya Deshbandhu - Pubblicato su Amazon.com
Formato:Formato Kindle|Acquisto verificato
An ideal companion for someone looking to venture into the filed of video game studies and a stepping stone to newer critical research happening in the field.

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