- Taschenbuch: 248 Seiten
- Verlag: Mit University Press Group Ltd (6. September 2011)
- Sprache: Englisch
- ISBN-10: 0262516519
- ISBN-13: 978-0262516518
- Größe und/oder Gewicht: 17,8 x 1,4 x 22,9 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 130.038 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
Half-Real (Englisch) Taschenbuch – 6. September 2011
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"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
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. Alle Produktbeschreibungen
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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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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.
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.
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.
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.