Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more 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.
Half-Real
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more 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.
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245
Book Description
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more 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.
The Absolutely True Diary of a Part-Time Indian (National Book Award Winner)
Author: Sherman Alexie
Publisher: Little, Brown Books for Young Readers
ISBN: 0316219304
Category : Young Adult Fiction
Languages : en
Pages : 299
Book Description
A New York Times bestseller—over one million copies sold! A National Book Award winner A Boston Globe-Horn Book Award winner Bestselling author Sherman Alexie tells the story of Junior, a budding cartoonist growing up on the Spokane Indian Reservation. Determined to take his future into his own hands, Junior leaves his troubled school on the rez to attend an all-white farm town high school where the only other Indian is the school mascot. Heartbreaking, funny, and beautifully written, The Absolutely True Diary of a Part-Time Indian, which is based on the author's own experiences, coupled with poignant drawings by Ellen Forney that reflect the character's art, chronicles the contemporary adolescence of one Native American boy as he attempts to break away from the life he was destined to live. With a forward by Markus Zusak, interviews with Sherman Alexie and Ellen Forney, and black-and-white interior art throughout, this edition is perfect for fans and collectors alike.
Publisher: Little, Brown Books for Young Readers
ISBN: 0316219304
Category : Young Adult Fiction
Languages : en
Pages : 299
Book Description
A New York Times bestseller—over one million copies sold! A National Book Award winner A Boston Globe-Horn Book Award winner Bestselling author Sherman Alexie tells the story of Junior, a budding cartoonist growing up on the Spokane Indian Reservation. Determined to take his future into his own hands, Junior leaves his troubled school on the rez to attend an all-white farm town high school where the only other Indian is the school mascot. Heartbreaking, funny, and beautifully written, The Absolutely True Diary of a Part-Time Indian, which is based on the author's own experiences, coupled with poignant drawings by Ellen Forney that reflect the character's art, chronicles the contemporary adolescence of one Native American boy as he attempts to break away from the life he was destined to live. With a forward by Markus Zusak, interviews with Sherman Alexie and Ellen Forney, and black-and-white interior art throughout, this edition is perfect for fans and collectors alike.
The Half That's Never Been Told
Author: Doctor Dread
Publisher: Akashic Books
ISBN: 1617752908
Category : Biography & Autobiography
Languages : en
Pages : 274
Book Description
A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.
Publisher: Akashic Books
ISBN: 1617752908
Category : Biography & Autobiography
Languages : en
Pages : 274
Book Description
A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.
Hyperbole and a Half
Author: Allie Brosh
Publisher: Simon and Schuster
ISBN: 1451666187
Category : Humor
Languages : en
Pages : 384
Book Description
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
Publisher: Simon and Schuster
ISBN: 1451666187
Category : Humor
Languages : en
Pages : 384
Book Description
#1 New York Times Bestseller “Funny and smart as hell” (Bill Gates), Allie Brosh’s Hyperbole and a Half showcases her unique voice, leaping wit, and her ability to capture complex emotions with deceptively simple illustrations. FROM THE PUBLISHER: Every time Allie Brosh posts something new on her hugely popular blog Hyperbole and a Half the internet rejoices. This full-color, beautifully illustrated edition features more than fifty percent new content, with ten never-before-seen essays and one wholly revised and expanded piece as well as classics from the website like, “The God of Cake,” “Dogs Don’t Understand Basic Concepts Like Moving,” and her astonishing, “Adventures in Depression,” and “Depression Part Two,” which have been hailed as some of the most insightful meditations on the disease ever written. Brosh’s debut marks the launch of a major new American humorist who will surely make even the biggest scrooge or snob laugh. We dare you not to. FROM THE AUTHOR: This is a book I wrote. Because I wrote it, I had to figure out what to put on the back cover to explain what it is. I tried to write a long, third-person summary that would imply how great the book is and also sound vaguely authoritative—like maybe someone who isn’t me wrote it—but I soon discovered that I’m not sneaky enough to pull it off convincingly. So I decided to just make a list of things that are in the book: Pictures Words Stories about things that happened to me Stories about things that happened to other people because of me Eight billion dollars* Stories about dogs The secret to eternal happiness* *These are lies. Perhaps I have underestimated my sneakiness!
Based on a True Story
Author: Norm Macdonald
Publisher: Random House
ISBN: 0812993632
Category : Humor
Languages : en
Pages : 245
Book Description
NEW YORK TIMES BESTSELLER • “Driving, wild and hilarious” (The Washington Post), here is the incredible “memoir” of the legendary actor, gambler, raconteur, and Saturday Night Live veteran. When Norm Macdonald, one of the greatest stand-up comics of all time, was approached to write a celebrity memoir, he flatly refused, calling the genre “one step below instruction manuals.” Norm then promptly took a two-year hiatus from stand-up comedy to live on a farm in northern Canada. When he emerged he had under his arm a manuscript, a genre-smashing book about comedy, tragedy, love, loss, war, and redemption. When asked if this was the celebrity memoir, Norm replied, “Call it anything you damn like.”
Publisher: Random House
ISBN: 0812993632
Category : Humor
Languages : en
Pages : 245
Book Description
NEW YORK TIMES BESTSELLER • “Driving, wild and hilarious” (The Washington Post), here is the incredible “memoir” of the legendary actor, gambler, raconteur, and Saturday Night Live veteran. When Norm Macdonald, one of the greatest stand-up comics of all time, was approached to write a celebrity memoir, he flatly refused, calling the genre “one step below instruction manuals.” Norm then promptly took a two-year hiatus from stand-up comedy to live on a farm in northern Canada. When he emerged he had under his arm a manuscript, a genre-smashing book about comedy, tragedy, love, loss, war, and redemption. When asked if this was the celebrity memoir, Norm replied, “Call it anything you damn like.”
The Dark Half
Author: Stephen King
Publisher: Simon and Schuster
ISBN: 1668052725
Category : Fiction
Languages : en
Pages : 608
Book Description
Thad, a college professor who moonlights as a writer of pop thrillers under the pseudonym George Stark, finally writes a serious novel, and decides to stop writing shockers. But George Stark has come to life and doesn't want to die. Thad is forced to battle his own creation for the control of the mind which both must share.
Publisher: Simon and Schuster
ISBN: 1668052725
Category : Fiction
Languages : en
Pages : 608
Book Description
Thad, a college professor who moonlights as a writer of pop thrillers under the pseudonym George Stark, finally writes a serious novel, and decides to stop writing shockers. But George Stark has come to life and doesn't want to die. Thad is forced to battle his own creation for the control of the mind which both must share.
Level Up Your Classroom
Author: Jonathan Cassie
Publisher: ASCD
ISBN: 1416622055
Category : Education
Languages : en
Pages : 195
Book Description
In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Publisher: ASCD
ISBN: 1416622055
Category : Education
Languages : en
Pages : 195
Book Description
In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
Improvise for Real
Author: David Reed
Publisher:
ISBN: 9780984686360
Category :
Languages : en
Pages : 260
Book Description
Improvise for Real is a step-by-step method that teaches you to improvise your own music through progressive exercises that anyone can do. You'll learn to understand the sounds in the music all around you. And you'll learn to express your own musical ideas exactly as you hear them in your mind. The method starts with very simple creative exercises that you can begin right away. As you progress, the method leads you on a guided tour through the entire world of modern harmony. You will be improvising your own original melodies from the very first day, and your knowledge will expand with each practice session as you explore and discover our musical system for yourself. Improvise for Real brings together creativity, ear training, music theory and physical technique into a single creative daily practice that will show you the entire path to improvisation mastery. You will learn to understand the sounds in the music all around you and to improvise with confidence over jazz standards, blues songs, pop music or any other style you would like to play. And you'll be jamming, enjoying yourself and creating your own music every step of the way. The method is open to all instruments and ability levels. The exercises are easy to understand and fun to practice. There is no sight reading required, and you don't need to know anything about music theory to begin. Already being used by both students and teachers in more than 20 countries, Improvise for Real is now considered by many people to be the definitive system for learning to improvise. If you have always dreamed of truly understanding music and being able to improvise with complete freedom on your instrument, this is the book for you
Publisher:
ISBN: 9780984686360
Category :
Languages : en
Pages : 260
Book Description
Improvise for Real is a step-by-step method that teaches you to improvise your own music through progressive exercises that anyone can do. You'll learn to understand the sounds in the music all around you. And you'll learn to express your own musical ideas exactly as you hear them in your mind. The method starts with very simple creative exercises that you can begin right away. As you progress, the method leads you on a guided tour through the entire world of modern harmony. You will be improvising your own original melodies from the very first day, and your knowledge will expand with each practice session as you explore and discover our musical system for yourself. Improvise for Real brings together creativity, ear training, music theory and physical technique into a single creative daily practice that will show you the entire path to improvisation mastery. You will learn to understand the sounds in the music all around you and to improvise with confidence over jazz standards, blues songs, pop music or any other style you would like to play. And you'll be jamming, enjoying yourself and creating your own music every step of the way. The method is open to all instruments and ability levels. The exercises are easy to understand and fun to practice. There is no sight reading required, and you don't need to know anything about music theory to begin. Already being used by both students and teachers in more than 20 countries, Improvise for Real is now considered by many people to be the definitive system for learning to improvise. If you have always dreamed of truly understanding music and being able to improvise with complete freedom on your instrument, this is the book for you
Why Video Games are Good for Your Soul
Author: James Paul Gee
Publisher: Common Ground
ISBN: 186335574X
Category : Computers
Languages : en
Pages : 132
Book Description
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Publisher: Common Ground
ISBN: 186335574X
Category : Computers
Languages : en
Pages : 132
Book Description
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Half-real
Author: Jesper Juul
Publisher: MIT Press (MA)
ISBN:
Category : Computers
Languages : en
Pages : 256
Book Description
Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.
Publisher: MIT Press (MA)
ISBN:
Category : Computers
Languages : en
Pages : 256
Book Description
Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.