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.
Fictional Games
Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 135027710X
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Publisher: Bloomsbury Publishing
ISBN: 135027710X
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Science Fiction Video Games
Author: Neal Roger Tringham
Publisher: CRC Press
ISBN: 1040074618
Category : Computers
Languages : en
Pages : 540
Book Description
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Publisher: CRC Press
ISBN: 1040074618
Category : Computers
Languages : en
Pages : 540
Book Description
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Glory Season
Author: David Brin
Publisher: Spectra
ISBN: 030757346X
Category : Fiction
Languages : en
Pages : 786
Book Description
Hugo and Nebula award-winning author David Brin is one of the most eloquent, imaginative voices in science fiction. Now he returns with a new novel rich in texture, universal in theme, monumental in scope--pushing the genre to new heights. Young Maia is fast approaching a turning point in her life. As a half-caste var, she must leave the clan home of her privileged half sisters and seek her fortune in the world. With her twin sister, Leie, she searches the docks of Port Sanger for an apprenticeship aboard the vessels that sail the trade routes of the Stratoin oceans. On her far-reaching, perilous journey of discovery, Maia will endure hardship and hunger, imprisonment and loneliness, bloody battles with pirates and separation from her twin. And along the way, she will meet a traveler who has come an unimaginable distance--and who threatens the delicate balance of the Stratoins' carefully maintained, perfect society.... Both exciting and insightful, Glory Season is a major novel, a transcendent saga of the human spirit.
Publisher: Spectra
ISBN: 030757346X
Category : Fiction
Languages : en
Pages : 786
Book Description
Hugo and Nebula award-winning author David Brin is one of the most eloquent, imaginative voices in science fiction. Now he returns with a new novel rich in texture, universal in theme, monumental in scope--pushing the genre to new heights. Young Maia is fast approaching a turning point in her life. As a half-caste var, she must leave the clan home of her privileged half sisters and seek her fortune in the world. With her twin sister, Leie, she searches the docks of Port Sanger for an apprenticeship aboard the vessels that sail the trade routes of the Stratoin oceans. On her far-reaching, perilous journey of discovery, Maia will endure hardship and hunger, imprisonment and loneliness, bloody battles with pirates and separation from her twin. And along the way, she will meet a traveler who has come an unimaginable distance--and who threatens the delicate balance of the Stratoins' carefully maintained, perfect society.... Both exciting and insightful, Glory Season is a major novel, a transcendent saga of the human spirit.
The Player of Games
Author: Iain M. Banks
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281
Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
Publisher: Orbit
ISBN: 0316095869
Category : Fiction
Languages : en
Pages : 281
Book Description
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
The Doors of Eden
Author: Adrian Tchaikovsky
Publisher: Orbit
ISBN: 0316705780
Category : Fiction
Languages : en
Pages : 501
Book Description
From the Arthur C. Clarke Award-winning Adrian Tchaikovsky, The Doors of Eden is an extraordinary feat of the imagination and a page-turning adventure about parallel universes and the monsters that they hide. They thought we were safe. They were wrong. Four years ago, two girls went looking for monsters on Bodmin Moor. Only one came back. Lee thought she'd lost Mal, but now she's miraculously returned. But what happened that day on the moors? And where has she been all this time? Mal's reappearance hasn't gone unnoticed by MI5 officers either, and Lee isn't the only one with questions. Julian Sabreur is investigating an attack on top physicist Kay Amal Khan. This leads Julian to clash with agents of an unknown power - and they may or may not be human. His only clue is grainy footage, showing a woman who supposedly died on Bodmin Moor. Dr Khan's research was theoretical; then she found cracks between our world and parallel Earths. Now these cracks are widening, revealing extraordinary creatures. And as the doors crash open, anything could come through. "Tchaikovsky weaves a masterful tale... a suspenseful joyride through the multiverse." (Booklist)
Publisher: Orbit
ISBN: 0316705780
Category : Fiction
Languages : en
Pages : 501
Book Description
From the Arthur C. Clarke Award-winning Adrian Tchaikovsky, The Doors of Eden is an extraordinary feat of the imagination and a page-turning adventure about parallel universes and the monsters that they hide. They thought we were safe. They were wrong. Four years ago, two girls went looking for monsters on Bodmin Moor. Only one came back. Lee thought she'd lost Mal, but now she's miraculously returned. But what happened that day on the moors? And where has she been all this time? Mal's reappearance hasn't gone unnoticed by MI5 officers either, and Lee isn't the only one with questions. Julian Sabreur is investigating an attack on top physicist Kay Amal Khan. This leads Julian to clash with agents of an unknown power - and they may or may not be human. His only clue is grainy footage, showing a woman who supposedly died on Bodmin Moor. Dr Khan's research was theoretical; then she found cracks between our world and parallel Earths. Now these cracks are widening, revealing extraordinary creatures. And as the doors crash open, anything could come through. "Tchaikovsky weaves a masterful tale... a suspenseful joyride through the multiverse." (Booklist)
Invitation to the Game
Author: Monica Hughes
Publisher: Simon and Schuster
ISBN: 0671866923
Category : Juvenile Fiction
Languages : en
Pages : 198
Book Description
Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their "Designated Area" until the government invites them to play The Game.
Publisher: Simon and Schuster
ISBN: 0671866923
Category : Juvenile Fiction
Languages : en
Pages : 198
Book Description
Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their "Designated Area" until the government invites them to play The Game.
The Feast of Fiction Kitchen
Author: Jimmy Wong
Publisher: National Geographic Books
ISBN: 1682684407
Category : Cooking
Languages : en
Pages : 0
Book Description
Recipes from Feast of Fiction, the innovative YouTube show featuring fantastical and fictional recipes inspired by books, movies, comics, video games, and more. Fans of Feast of Fiction have been clamoring for a cookbook since the channel debuted in 2011. Now it’s here! Just as they do on the small screen, hosts Jimmy Wong and Ashley Adams whip up their real-life interpretation of fictional dishes to pay homage in a genuine, geeky, and lively way. Jimmy brings a wealth of gamer and nerd cred to the table, and baker extraordinaire Ashley provides the culinary wisdom. The quirky duo offer an array of creative and simple recipes, featuring dishes inspired by favorites such as Star Trek and Adventure Time, as well as Butterbeer (Harry Potter), A Hobbit’s Second Breakfast, Mini “Dehydrated” Pizzas (Back to the Future), Sansa’s Lemon Cakes (Game of Thrones), and dishes from the niches of gaming, comics, and animation such as Fire Flakes (Avatar), Poke Puffs (Pokemon), and Heart Potions (The Legend of Zelda). With 55 unique and awesome dishes, this long-awaited cookbook will help inspire a pop culture dinner party, a fun night at home with family and friends, or an evening on the couch thinking about what you could be cooking!
Publisher: National Geographic Books
ISBN: 1682684407
Category : Cooking
Languages : en
Pages : 0
Book Description
Recipes from Feast of Fiction, the innovative YouTube show featuring fantastical and fictional recipes inspired by books, movies, comics, video games, and more. Fans of Feast of Fiction have been clamoring for a cookbook since the channel debuted in 2011. Now it’s here! Just as they do on the small screen, hosts Jimmy Wong and Ashley Adams whip up their real-life interpretation of fictional dishes to pay homage in a genuine, geeky, and lively way. Jimmy brings a wealth of gamer and nerd cred to the table, and baker extraordinaire Ashley provides the culinary wisdom. The quirky duo offer an array of creative and simple recipes, featuring dishes inspired by favorites such as Star Trek and Adventure Time, as well as Butterbeer (Harry Potter), A Hobbit’s Second Breakfast, Mini “Dehydrated” Pizzas (Back to the Future), Sansa’s Lemon Cakes (Game of Thrones), and dishes from the niches of gaming, comics, and animation such as Fire Flakes (Avatar), Poke Puffs (Pokemon), and Heart Potions (The Legend of Zelda). With 55 unique and awesome dishes, this long-awaited cookbook will help inspire a pop culture dinner party, a fun night at home with family and friends, or an evening on the couch thinking about what you could be cooking!
Ender's Game
Author: Orson Scott Card
Publisher: Tor Books
ISBN: 0765394863
Category : Fiction
Languages : en
Pages : 448
Book Description
This engaging, collectible, miniature hardcover of the Orson Scott Card classic and worldwide bestselling novel, Ender's Game, makes an excellent gift for anyone's science fiction library. "Ender's Game is an affecting novel."--New York Times Book Review Once again, Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who? Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child. Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations are one thing. How will Ender perform in real combat conditions? After all, Battle School is just a game. Isn't it? THE ENDER UNIVERSE Ender series Ender's Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender's Shadow series Ender's Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings
Publisher: Tor Books
ISBN: 0765394863
Category : Fiction
Languages : en
Pages : 448
Book Description
This engaging, collectible, miniature hardcover of the Orson Scott Card classic and worldwide bestselling novel, Ender's Game, makes an excellent gift for anyone's science fiction library. "Ender's Game is an affecting novel."--New York Times Book Review Once again, Earth is under attack. An alien species is poised for a final assault. The survival of humanity depends on a military genius who can defeat the aliens. But who? Ender Wiggin. Brilliant. Ruthless. Cunning. A tactical and strategic master. And a child. Recruited for military training by the world government, Ender's childhood ends the moment he enters his new home: Battle School. Among the elite recruits Ender proves himself to be a genius among geniuses. He excels in simulated war games. But is the pressure and loneliness taking its toll on Ender? Simulations are one thing. How will Ender perform in real combat conditions? After all, Battle School is just a game. Isn't it? THE ENDER UNIVERSE Ender series Ender's Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender's Shadow series Ender's Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings
Zathura
Author:
Publisher: Houghton Mifflin Harcourt
ISBN: 9780618253968
Category : Fiction
Languages : en
Pages : 40
Book Description
Publisher Description
Publisher: Houghton Mifflin Harcourt
ISBN: 9780618253968
Category : Fiction
Languages : en
Pages : 40
Book Description
Publisher Description