<b>An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including <i>The Legend of Zelda</i>, <i>Grand Theft Auto</i>, and more</b><br><br>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 <i>Pong</i> to <i>The Legend of Zelda</i>, from chess to <i>Grand Theft Auto,</i> 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 a
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Kay Fisker (1893-1965) is considered one of the most influential Danish architects of the twentieth century, and yet there has existed until now no in-depth English-language study of his works and writing. Published as part of the Bloomsbury Studies in...
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<b>A new perspective on design thinking and design practice: beyond products and projects, toward participatory design things.</b><p>Design Things offers an innovative view of design thinking and design practice, envisioning ways to...
kr 629.00
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