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Half-Real (Englisch) Taschenbuch – 6. September 2011

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Produktbeschreibungen

Pressestimmen

"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 " 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 "*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

Synopsis

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. 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. --This text refers to the Gebundene Ausgabe edition.

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Format: Gebundene Ausgabe Verifizierter Kauf
Gleich vorweg was "Half-Real" nicht leistet: der Titel bietet keine kritische Auseinandersetzung mit den eigentlichen Inhalten von Computer- und Videospielen. Dem dänischen Ludologen Jesper Juul, nicht zu verwechseln mit dem gleichnamigen, populären Erziehungswissenschafter, gelingt es vielmehr als Ersten überhaupt, strukturell zu erklären WAS Computerspiele eigentlich sind.

Der ursprüngliche Ausgangspunkt von LiteraturtheoretikerInnen wie Janet Murray (Hamlet on the Holodeck) wurde zu Beginn dieser Dekade von der Ludologie zum Teil scharf angegriffen: in "Half-Real" finden sich aber eigentlich sämtliche narratologischen Elemente bestens integriert wieder. Eine bemerkenswerte wissenschaftliche Leistung, noch dazu hervorragend geschrieben und mit persönlichen Anektoten versehen. Leider ist der Band nicht besonders umfangreich, und hat einen sehr stolzen Preis. Wer aber an Stelle eines Readers lieber eine Monographie zum Thema lesen möchte, wird derzeit NOCH um "Half-Real" absolut nicht herum kommen - auch wenn große wissenschaftliche Publikationen zum Thema zuletzt beinahe im Monatsrhytmus veröffentlicht wurden.
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 3.8 von 5 Sternen 12 Rezensionen
15 von 20 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen For everyone interested in game design theory or game studies 14. März 2006
Von Chico Queiroz - Veröffentlicht auf Amazon.com
Format: Gebundene Ausgabe
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 von 7 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen A Fresh Approach to Videogame Theory 4. Oktober 2007
Von Reader - Veröffentlicht auf Amazon.com
Format: Gebundene Ausgabe Verifizierter Kauf
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 von 16 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Appreciated far above its merits 22. März 2010
Von Harviainen Jussi T - Veröffentlicht auf Amazon.com
Format: Gebundene Ausgabe
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 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Half-Read but All Great. 24. Oktober 2011
Von A. L. Hochschild - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
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 von 5 Sternen An eye-opening exploration of how games work. 29. Dezember 2014
Von Kyle Willey - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
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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