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Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (English Edition) di [Juul, Jesper]
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Lunghezza: 233 pagine Lingua: Inglese
  • Libri simili a Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (English Edition)

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 (19 agosto 2011)
  • Venduto da: Amazon Media EU S.à r.l.
  • Lingua: Inglese
  • ASIN: B004M8RRRU
  • Da testo a voce: Abilitato
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  • Miglioramenti tipografici: Non abilitato
  • Posizione nella classifica Bestseller di Amazon: #199.182 a pagamento nel Kindle Store (Visualizza i Top 100 a pagamento nella categoria Kindle Store)
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Le recensioni clienti più utili su (beta) 3.8 su 5 stelle 12 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
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
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.
11 di 16 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
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.
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
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.
5.0 su 5 stelle An eye-opening exploration of how games work. 29 dicembre 2014
Di Kyle Willey - Pubblicato su
Formato: Formato Kindle Acquisto verificato
This was one of the first textbook-length studies of game design I ever read, and there's nothing that I regret about it. Full of tangible and theoretical knowledge, Half-Real is a great study backed up by evidence and themes. As an amateur game designer, and as an educator, the insights to how people engage with interactive content is one of the parts of this book that I really found to be memorable.

While many of the examples are dated (even for when I first read the book years ago), Half-Real is full of useful knowledge for designers, and its theory holds up solid. By connecting the elements of video games with a variety of other disciplines, Jesper Juul may very well change the way that you think about games at a fundamental level.
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