Half-real

Video Games between Real Rules and Fictional Worlds

Hardcover, 233 pages

English language

Published 2005 by MIT Press, The MIT Press.

ISBN:
978-0-262-10110-3
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OCLC Number:
60323164

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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, …

2 editions

Subjects

  • Video games -- Rules
  • Video games -- Psychological aspects