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. |
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