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Half-real: Video Games Between Real Rules and Fictional Worlds (05 Edition)100%: Juul, Jesper: Half-real: Video Games Between Real Rules and Fictional Worlds (05 Edition) (ISBN: 9780262516518) 2011, in Englisch, Taschenbuch.
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Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press)100%: Jesper Juul: Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (ISBN: 9780262284134) 2011, in Englisch, auch als eBook.
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Half-Real: Video Games Between Real Rules and Fictional Worlds, Excellent Condit76%: Juul, Jesper: Half-Real: Video Games Between Real Rules and Fictional Worlds, Excellent Condit (ISBN: 9780262101103) 2005, Erstausgabe, in Englisch, Broschiert.
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Half-real: Video Games Between Real Rules and Fictional Worlds (05 Edition)
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9780262284134 - Jesper Juul: Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press)
Jesper Juul

Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (2011)

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN NW EB DL

ISBN: 9780262284134 bzw. 0262284138, in Englisch, 244 Seiten, The MIT Press, neu, E-Book, elektronischer Download.

Lieferung aus: Vereinigte Staaten von Amerika, ebook for download, Free shipping.
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., Kindle Edition, Format: Kindle eBook, Label: The MIT Press, The MIT Press, Product group: eBooks, Published: 2011-08-19, Release date: 2011-08-19, Studio: The MIT Press, Sales rank: 666831.
2
9780262284134 - Jesper Juul: Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press)
Jesper Juul

Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (2011)

Lieferung erfolgt aus/von: Kanada EN NW EB DL

ISBN: 9780262284134 bzw. 0262284138, in Englisch, 248 Seiten, The MIT Press, neu, E-Book, elektronischer Download.

Lieferung aus: Kanada, ебоок за преузимање, Бесплатан транспорт.
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., Kindle Edition, Обликовање: Kindl eBook, Ознака: The MIT Press, The MIT Press, Групе производа: eBooks, Објавио: 2011-08-19, Датум издавања: 2011-08-19, Студио: The MIT Press, Продаје ранг: 345235.
3
9780262284134 - Jesper Juul: Half-Real
Jesper Juul

Half-Real (2011)

Lieferung erfolgt aus/von: Deutschland EN NW EB DL

ISBN: 9780262284134 bzw. 0262284138, in Englisch, MIT Press, Vereinigte Staaten von Amerika, neu, E-Book, elektronischer Download.

Lieferung aus: Deutschland, Versandkostenfrei, Download.
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.
4
9780262516518 - Jesper Juul: Half-Real
Jesper Juul

Half-Real

Lieferung erfolgt aus/von: Deutschland EN NW

ISBN: 9780262516518 bzw. 0262516519, in Englisch, MIT Press, Vereinigte Staaten von Amerika, neu.

Lieferung aus: Deutschland, Sofort lieferbar.
Video Games Between Real Rules and Fictional Worlds, 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.
5
0262516519 - Jesper Juul: Half-Real: Video Games between Real Rules and Fictional Worlds
Jesper Juul

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

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN US

ISBN: 0262516519 bzw. 9780262516518, in Englisch, The MIT Press, gebraucht.

12,32 ($ 13,02)¹ + Versand: 4,72 ($ 4,99)¹ = 17,04 ($ 18,01)¹
unverbindlich
Lieferung aus: Vereinigte Staaten von Amerika, Lagernd.
computer science,computers and technology,games,games and strategy guides,humor and entertainment,internet games,programming,puzzles and games,textbooks,video and electronic 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 pr.
6
9780262284134 - Jesper Juul: Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press)
Jesper Juul

Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (2011)

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN NW EB DL

ISBN: 9780262284134 bzw. 0262284138, in Englisch, 248 Seiten, The MIT Press, neu, E-Book, elektronischer Download.

Lieferung aus: Vereinigte Staaten von Amerika, E-Book zum Download, Versandkostenfrei.
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., Kindle Edition, Format: Kindle eBook, Label: The MIT Press, The MIT Press, Produktgruppe: eBooks, Publiziert: 2011-08-19, Freigegeben: 2011-08-19, Studio: The MIT Press, Verkaufsrang: 626514.
7
9780262284134 - Jesper Juul: Half-Real: Video Games between Real Rules and Fictional Worlds
Jesper Juul

Half-Real: Video Games between Real Rules and Fictional Worlds (2011)

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN NW EB DL

ISBN: 9780262284134 bzw. 0262284138, in Englisch, 248 Seiten, The MIT Press, neu, E-Book, elektronischer Download.

Lieferung aus: Vereinigte Staaten von Amerika, E-Book zum Download.
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., Kindle Edition, Format: Kindle eBook, Label: The MIT Press, The MIT Press, Produktgruppe: eBooks, Publiziert: 2011-08-19, Freigegeben: 2011-08-19, Studio: The MIT Press, Verkaufsrang: 612951.
8
9780262284134 - Jesper Juul: Half-Real
Jesper Juul

Half-Real

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN EB

ISBN: 9780262284134 bzw. 0262284138, in Englisch, Vitalsource Technologies, Inc. E-Book.

22,40 ($ 24,99)¹
versandkostenfrei, unverbindlich
Lieferung aus: Vereinigte Staaten von Amerika, In Stock.
9780262284134,0262284138,half-real,jesper,juul,textbooks, A digital copy of "Half-Real" by Jesper Juul. Download is immediately available upon purchase! eBook, Format: VitalSource. Type: . Copying: Allowed, .2Â.36 selections may be copied every 2Â.365 days. Printable: Allowed, .2Â.36 prints for 2Â.365 days. Expires: No Expiration. Read Aloud?: Allowed. Sharing: Not Allowed. Software: Online: No additional software required Offline: VitalSource Bookshelf. Shipping to USA only!
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9780262516518 - Juul, Jesper: Half-Real: Video Games Between Real Rules and Fictional Worlds
Juul, Jesper

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

Lieferung erfolgt aus/von: Vereinigte Staaten von Amerika EN

ISBN: 9780262516518 bzw. 0262516519, in Englisch, MIT Press (MA).

18,51 ($ 19,56)¹
versandkostenfrei, unverbindlich
Lieferung aus: Vereinigte Staaten von Amerika, Lagernd.
Half-Real: Video Games Between Real Rules and Fictional Worlds Juul, Jesper, A video game is half-real: we play by real rules while imagining afictional 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, JesperJuul examines the constantly evolving tension between rules and fiction in videogames. Discussing games from Pong to The Legend of Zelda, from chess to Grand TheftAuto, he shows how video games are both a departure from and a development oftraditional non-electronic games. The book combines perspectives from such fields asliterary and film theory, computer science, psychology, economic game theory, andgame studies, to outline a theory of what video games are, how they work with theplayer, how they have developed historically, and why they are fun to play.Locatingvideo games in a history of games that goes back to Ancient Egypt, Juul argues thatthere is a basic affinity between games and computers. Just as the printing pressand the cinema have promoted and enabled new kinds of storytelling, computers workas enablers of games, letting us play old games in new ways and allowing for newkinds of games that would not have been possible before computers. Juul presents aclassic game model, which describes the traditional construction of games and pointsto possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining itsfictional 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 gameprofessionals and gamers.
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9780262516518 - Juul, Jesper: Half-Real - Video Games Between Real Rules and Fictional Worlds
Juul, Jesper

Half-Real - Video Games Between Real Rules and Fictional Worlds (2011)

Lieferung erfolgt aus/von: Deutschland EN PB NW

ISBN: 9780262516518 bzw. 0262516519, in Englisch, 248 Seiten, MIT Press, Taschenbuch, neu.

Lieferung aus: Deutschland, 免費送貨.
Von Händler/Antiquariat, Syndikat Buchdienst, [4235284].
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. BIOGRAFIE Juul, Jesper: Jesper Juul, 1948 in Dänemark geboren, ist Lehrer, Gruppen- und Familientherapeut, Konfliktberater und Bauchautor. Er war bis 2004 Leiter des "Kempler Institute of Scandinavia", das er 1979 gründete. Nach dem Studium der Geschichte, Religionspädagogik und europäischen Geistesgeschichte arbeitet er als Heimerzieher und später als Sozialarbeiter. Er entwickelte eine eigenständige Therapie- und Beratungsform, handlungsorientiert und praxisnah. Weiterhin wirkte er als Ausbilder für Familientherapie in Kroatien und Bosnien und leistete dort auch therapeutische Arbeit in Flüchtlingslagern. Er ist "gelernter Vater" eines heute erwachsenen Sohnes und lebt in Kopenhagen und Zagreb. 2011, Taschenbuch / Paperback, Neuware, H: 229mm, B: 18mm, T: 13mm, 472g, 248, Internationaler Versand, Selbstabholung und Barzahlung, PayPal, offene Rechnung, Banküberweisung.
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