Elements of the Euro Area - Integrating Financial Markets
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1
9780262258968 - Jesper Juul: A Casual Revolution : Reinventing Video Games and Their Players
Jesper Juul

A Casual Revolution : Reinventing Video Games and Their Players (2010)

Lieferung erfolgt aus/von: Vereinigtes Königreich Großbritannien und Nordirland EN NW EB DL

ISBN: 9780262258968 bzw. 026225896X, in Englisch, The MIT Press, neu, E-Book, elektronischer Download.

22,54 (£ 18,87)¹ + Versand: 11,93 (£ 9,99)¹ = 34,47 (£ 28,86)¹
unverbindlich
Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, Despatched same working day before 3pm.
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction.With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
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: 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.
3
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.
4
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.
5
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.
6
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.
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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!
8
9780429828478 - Jesper Berg: Elements of the Euro Area - Integrating Financial Markets
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Jesper Berg

Elements of the Euro Area - Integrating Financial Markets (2005)

Lieferung erfolgt aus/von: Deutschland EN NW EB DL

ISBN: 9780429828478 bzw. 0429828470, in Englisch, Taylor And Francis, neu, E-Book, elektronischer Download.

31,62 + Versand: 23,00 = 54,62
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Lieferung aus: Deutschland, Free shipping.
Elements of the Euro Area: First published in 2005, this volume considers that, as time elapses since the introduction of the Euro, it is legitimate to start asking what impact the new currency and the single monetary policy have had on European integration. This book provides the most comprehensive review of financial integration in the euro area. The volume includes an introduction to the institutional features of the euro area and the literature on financial integration. It examines developments in the financial structures at large and moves forward to focus on specific areas pertaining to financial intermediaries, the bond and equity markets, and market-based debt finance. It is particularly suited to researchers and students of developments in the euro area, central banking, money and banking, as well as international relations and international business more generally. While the introductory chapters will help in bringing undergraduates on board, the later chapters will particularly benefit the early graduate student as well as the professional observer. Englisch, Ebook.
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9780429828478 - Editor: Mauro Grande, Editor: Jesper Berg, Editor: Francesco Paolo Mongelli: Elements of the Euro Area: Integrating Financial Markets (Routledge Revivals)
Editor: Mauro Grande, Editor: Jesper Berg, Editor: Francesco Paolo Mongelli

Elements of the Euro Area: Integrating Financial Markets (Routledge Revivals) (2018)

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

ISBN: 9780429828478 bzw. 0429828470, in Englisch, Routledge, neu, Erstausgabe, E-Book, elektronischer Download.

Lieferung aus: Vereinigte Staaten von Amerika, ebook for download, Free shipping.
First published in 2005, this volume considers that, as time elapses since the introduction of the Euro, it is legitimate to start asking what impact the new currency and the single monetary policy have had on European integration. This book provides the most comprehensive review of financial integration in the euro area. The volume includes an introduction to the institutional features of the euro area and the literature on financial integration. It examines developments in the financial structures at large and moves forward to focus on specific areas pertaining to financial intermediaries, the bond and equity markets, and market-based debt finance. It is particularly suited to researchers and students of developments in the euro area, central banking, money and banking, as well as international relations and international business more generally. While the introductory chapters will help in bringing undergraduates on board, the later chapters will particularly benefit the early graduate student as well as the professional observer. Kindle Edition, Edition: 1, Format: Kindle eBook, Label: Routledge, Routledge, Product group: eBooks, Published: 2018-10-26, Release date: 2018-10-26, Studio: Routledge.
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9780262284134 - Half-Real (ebook)

Half-Real (ebook)

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

ISBN: 9780262284134 bzw. 0262284138, in Englisch, (null), neu, E-Book.

22,40 ($ 24,99)¹
versandkostenfrei, unverbindlich
9780262284134, by Jesper Juul, PRINTISBN: 9780262516518, E-TEXT ISBN: 9780262284134, edition 0.
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