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Half Real


Half Real
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Size: 76.57 MB
Format: PDF, ePub, Docs
View: 605
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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.




Half Real


Half Real
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262516519
Size: 41.52 MB
Format: PDF, ePub, Docs
View: 2423
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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.




10 Real Lsats Grouped By Question Type


Half Real
Author: Manhattan Prep
Publisher: Simon and Schuster
ISBN: 1937707822
Size: 76.67 MB
Format: PDF, ePub, Mobi
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Designed as a study aid for the students of Manhattan Prep’s elite LSAT prep classes, 10 Real LSATs Grouped by Question Type provides students with an opportunity for targeted practice. Cut from Practice Tests 41-50, this book allows students to hone their skills on specific question types in Logical Reasoning, Logic Games, and Reading Comprehension, including Assumptions, Inferences, Binary Grouping, and more. In-depth explanations for every question are written by Manhattan Prep’s expert LSAT instructors and feature hand-drawn diagrams that allow students to get inside the mind of a 99th percentile scorer. By providing a means for targeted training, 10 Real LSATs Grouped by Question Type is an invaluable study tool, enabling students to get acclimated to the nuances of the exam and achieve a higher level of mastery on every question the LSAT has to offer!




Mathematics


Half Real
Author: A. D. Aleksandrov
Publisher: Courier Corporation
ISBN: 0486157873
Size: 36.43 MB
Format: PDF, ePub
View: 1274
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Major survey offers comprehensive, coherent discussions of analytic geometry, algebra, differential equations, calculus of variations, functions of a complex variable, prime numbers, linear and non-Euclidean geometry, topology, functional analysis, more. 1963 edition.



Half-Real
Language: en
Pages: 244
Authors: Jesper Juul
Categories: Games & Activities
Type: BOOK - Published: 2011-08-19 - Publisher: MIT Press
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,
Half-Real
Language: en
Pages: 244
Authors: Jesper Juul
Categories: Games & Activities
Type: BOOK - Published: 2011-08-19 - Publisher: MIT Press
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,
Game Studies - eine Einführung
Language: de
Pages: 90
Authors: Benjamin Beil
Categories: Computer games
Type: BOOK - Published: 2013 - Publisher: LIT Verlag Münster
Books about Game Studies - eine Einführung
Die verschwindende Hälfte
Language: de
Pages: 416
Authors: Brit Bennett
Categories: Fiction
Type: BOOK - Published: 2020-09-15 - Publisher: Rowohlt Verlag GmbH
Mallard heißt der kleine Ort im ländlichen Louisiana, der auf keiner Karte verzeichnet ist. Seine Bewohner blicken mit Stolz auf eine lange Tradition und Geschichte, und vor allem auf ihre Kinder, die von Generation zu Generation hellhäutiger zu werden scheinen. Hier werden in den 1950ern Stella und Desiree geboren, Zwillingsschwestern
My friend Anna
Language: de
Pages: 448
Authors: Rachel DeLoache Williams
Categories: Biography & Autobiography
Type: BOOK - Published: 2019-08-19 - Publisher: Goldmann Verlag
Die wahre Geschichte über Rachel DeLoache Williams und Anna Sorokin Partys in den hippsten und teuersten Clubs, ausgiebige Spa-Aufenthalte, im Privatjet um die Welt: Für ihre New Yorker Freunde war Anna Delvey eine adelige deutsche Millionenerbin. Das dachte auch Rachel DeLoache Williams. Nachdem sich die beiden über Bekannte kennenlernten, werden