Half-Real: Video Games between Real Rules and Fictional Worlds

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Overview

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 AncientEgypt, 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 makeHalf-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.

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What People Are Saying

From the Publisher
"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

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Product Details

  • ISBN-13: 9780262516518
  • Publisher: MIT Press
  • Publication date: 8/19/2011
  • Pages: 248
  • Sales rank: 1,328,802
  • Product dimensions: 6.70 (w) x 8.60 (h) x 0.60 (d)

Meet the Author

Jesper Juul is Assistant Professor at the New York University Game Center. He is the author ofHalf-Real: Video Games between Real Rules and Fictional Worlds and ACasual Revolution: Reinventing Video Games and Their Players, both published by the MITPress.

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Table of Contents

1 Introduction 1
2 Video games and the classic game model 23
3 Rules 55
4 Fiction 121
5 Rules and fiction 163
6 Conclusions 197
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