Half-Real

Half-Real PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245

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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

Half-Real PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262284138
Category : Games & Activities
Languages : en
Pages : 245

Get Book

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

Half-Real PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262516519
Category : Games & Activities
Languages : en
Pages : 245

Get Book

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 Half That's Never Been Told

The Half That's Never Been Told PDF Author: Doctor Dread
Publisher: Akashic Books
ISBN: 1617752908
Category : Biography & Autobiography
Languages : en
Pages : 274

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Book Description
A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.

The Absolutely True Diary of a Part-Time Indian

The Absolutely True Diary of a Part-Time Indian PDF Author: Sherman Alexie
Publisher: Random House
ISBN: 1448188563
Category : Juvenile Fiction
Languages : en
Pages : 273

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Book Description
An all-new edition of the tragicomic smash hit which stormed the New York Times bestseller charts, now featuring an introduction from Markus Zusak. In his first book for young adults, Sherman Alexie tells the story of Junior, a budding cartoonist who leaves his school on the Spokane Indian Reservation to attend an all-white high school. This heartbreaking, funny, and beautifully written tale, featuring poignant drawings that reflect the character's art, is based on the author's own experiences. It chronicles contemporary adolescence as seen through the eyes of one Native American boy. 'Excellent in every way' Neil Gaiman Illustrated in a contemporary cartoon style by Ellen Forney.

Based on a True Story

Based on a True Story PDF Author: Norm Macdonald
Publisher: Random House
ISBN: 0812993632
Category : Humor
Languages : en
Pages : 241

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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 Half-True Lies of Cricket Cohen

The Half-True Lies of Cricket Cohen PDF Author: Catherine Lloyd Burns
Publisher: Farrar, Straus and Giroux (Byr)
ISBN: 0374300410
Category : Juvenile Fiction
Languages : en
Pages : 253

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Book Description
A few fabrications lead to a fiasco when a middle schooler and her mischievous grandma run away from home.

Level Up Your Classroom

Level Up Your Classroom PDF Author: Jonathan Cassie
Publisher: ASCD
ISBN: 1416622055
Category : Education
Languages : en
Pages : 195

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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?

How the Other Half Dies

How the Other Half Dies PDF Author: Susan George
Publisher:
ISBN:
Category : Agricultural industries
Languages : en
Pages : 0

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Book Description


Half of a Yellow Sun

Half of a Yellow Sun PDF Author: Chimamanda Ngozi Adichie
Publisher: Vintage Canada
ISBN: 0307373541
Category : Fiction
Languages : en
Pages : 562

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Book Description
With her award-winning debut novel, Purple Hibiscus, Chimamanda Ngozi Adichie was heralded by the Washington Post Book World as the “21st century daughter” of Chinua Achebe. Now, in her masterly, haunting new novel, she recreates a seminal moment in modern African history: Biafra’s impassioned struggle to establish an independent republic in Nigeria during the 1960s. With the effortless grace of a natural storyteller, Adichie weaves together the lives of five characters caught up in the extraordinary tumult of the decade. Fifteen-year-old Ugwu is houseboy to Odenigbo, a university professor who sends him to school, and in whose living room Ugwu hears voices full of revolutionary zeal. Odenigbo’s beautiful mistress, Olanna, a sociology teacher, is running away from her parents’ world of wealth and excess; Kainene, her urbane twin, is taking over their father’s business; and Kainene’s English lover, Richard, forms a bridge between their two worlds. As we follow these intertwined lives through a military coup, the Biafran secession and the subsequent war, Adichie brilliantly evokes the promise, and intimately, the devastating disappointments that marked this time and place. Epic, ambitious and triumphantly realized, Half of a Yellow Sun is a more powerful, dramatic and intensely emotional picture of modern Africa than any we have had before.

Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul PDF Author: James Paul Gee
Publisher: Common Ground
ISBN: 186335574X
Category : Computers
Languages : en
Pages : 132

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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.