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Half-Real

Half-Real PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262516519
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

Half-Real PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262516519
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.

Group Genius

Group Genius PDF Author: Keith Sawyer
Publisher: Basic Books
ISBN: 0465093582
Category : Business & Economics
Languages : en
Pages : 296

Book Description
"A fascinating account of human experience at its best." -- Mihá Csízentmihái, author of Flow Creativity has long been thought to be an individual gift, best pursued alone; schools, organizations, and whole industries are built on this idea. But what if the most common beliefs about how creativity works are wrong? Group Genius tears down some of the most popular myths about creativity, revealing that creativity is always collaborative -- even when you're alone. Sharing the results of his own acclaimed research on jazz groups, theater ensembles, and conversation analysis, Keith Sawyer shows us how to be more creative in collaborative group settings, how to change organizational dynamics for the better, and how to tap into our own reserves of creativity.

Enviropop

Enviropop PDF Author: Mark Meister
Publisher: Bloomsbury Publishing USA
ISBN: 0313013144
Category : Social Science
Languages : en
Pages : 208

Book Description
Although much scholarly and critical attention has been paid to the relationship between rhetoric and environmental issues, media and environmental issues, and politics and environmental issues, no book has yet focused on the relationship between popular culture and environmental issues. This collection of essays provides a rigorous and multifaceted rhetorical and critical perspective on the ways in which the language and imagery of nature is incorporated strategically into various popular culture texts—ranging from greeting cards to advertisements to supermarket tabloids. As a distinguished group of scholars reveals, our notions about the environment and environmentalism are both reflected in and shaped by our popular culture in fascinating ways never previously examined in an academic context. The consumptive vision of nature presented in these texts represents a wholly American view, one promoting leisure and comfort, and nature as the place to experience them. This good life attitude toward the environment often serves to commodify it, to render it little more than space in which to pursue conventional notions of the American dream. As such, the volume represents a bold and striking vision both of popular culture and of popular notions of an environment that can be either protected or just simply consumed.

The Economics of Civil and Common Law

The Economics of Civil and Common Law PDF Author: Zagros Madjd-Sadjadi
Publisher: Business Expert Press
ISBN: 1606495852
Category : Business & Economics
Languages : en
Pages : 267

Book Description
Law is supposed to encourage innovation, morality, and conformity with societal expectations, yet it may provides perverse incentives causing individuals, or even the State, to act in discordant, inefficient, and even immoral ways. This book will explore the inefficiencies that are created that serve to deny individuals work and shelter in a haphazard and capricious manner. The author examines property rights, including eminent domain, that lets the State take property away with seemingly arbitrary compensation to the owner. Individuals must understand both civil law, codified by statutes, and common law, enshrined in precedential judicial decisions. This book is written for economists and non-economists and has an extensive glossary of economic, political and legal terms. Two items that are not formally treated in other economics of law textbooks are the legal organization of businesses and tax law from an economics perspective.

The Billion Dollar Monopoly R Swindle

The Billion Dollar Monopoly R Swindle PDF Author: Ralph Anspach
Publisher:
ISBN: 9781450092876
Category : History
Languages : en
Pages : 310

Book Description


Timeless Toys

Timeless Toys PDF Author: Tim Walsh
Publisher: Andrews McMeel Publishing
ISBN: 0740755714
Category : Antiques & Collectibles
Languages : en
Pages : 328

Book Description
The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!

Letterati

Letterati PDF Author: Paul McCarthy
Publisher: ECW Press
ISBN: 1554903238
Category : Crafts & Hobbies
Languages : en
Pages : 325

Book Description
A history of the popular board game, from 1960s New York right through to the 2004 National Championships.

Antitrust

Antitrust PDF Author: Amy Klobuchar
Publisher: Vintage
ISBN: 0525563997
Category : Business & Economics
Languages : en
Pages : 625

Book Description
NATIONAL BESTSELLER • Antitrust enforcement is one of the most pressing issues facing America today—and Amy Klobuchar, the widely respected senior senator from Minnesota, is leading the charge. This fascinating history of the antitrust movement shows us what led to the present moment and offers achievable solutions to prevent monopolies, promote business competition, and encourage innovation. In a world where Google reportedly controls 90 percent of the search engine market and Big Pharma’s drug price hikes impact healthcare accessibility, monopolies can hurt consumers and cause marketplace stagnation. Klobuchar—the much-admired former candidate for president of the United States—argues for swift, sweeping reform in economic, legislative, social welfare, and human rights policies, and describes plans, ideas, and legislative proposals designed to strengthen antitrust laws and antitrust enforcement. Klobuchar writes of the historic and current fights against monopolies in America, from Standard Oil and the Sherman Anti-Trust Act to the Progressive Era's trust-busters; from the breakup of Ma Bell (formerly the world's biggest company and largest private telephone system) to the pricing monopoly of Big Pharma and the future of the giant tech companies like Facebook, Amazon, and Google. She begins with the Gilded Age (1870s-1900), when builders of fortunes and rapacious robber barons such as J. P. Morgan, John Rockefeller, and Cornelius Vanderbilt were reaping vast fortunes as industrialization swept across the American landscape, with the rich getting vastly richer and the poor, poorer. She discusses President Theodore Roosevelt, who, during the Progressive Era (1890s-1920), "busted" the trusts, breaking up monopolies; the Clayton Act of 1914; the Federal Trade Commission Act of 1914; and the Celler-Kefauver Act of 1950, which it strengthened the Clayton Act. She explores today's Big Pharma and its price-gouging; and tech, television, content, and agriculture communities and how a marketplace with few players, or one in which one company dominates distribution, can hurt consumer prices and stifle innovation. As the ranking member of the Senate Judiciary Subcommittee on Antitrust, Competition Policy, and Consumer Rights, Klobuchar provides a fascinating exploration of antitrust in America and offers a way forward to protect all Americans from the dangers of curtailed competition, and from vast information gathering, through monopolies.

Ancient Board Games in Perspective

Ancient Board Games in Perspective PDF Author: Irving L. Finkel
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 302

Book Description
Everyone plays board games, and everyone will find something to fascinate them in this book about the games of the past, and their history and development. Based on the lectures given at a conference in the British Museum, this book tells the story in a properly academic way, but it is no less interesting for that ... and perhaps even more interesting! The book begins with three chapters on the games of the ancient Near East, most notably The Royal Game of Ur , then there are five chapters on the various games of ancient Egypt, senet, mehen , etc. Five more chapters are devoted to the games of the Greek and Roman world, then one on India, and three on Chinese games including Go. Then there are three on the beginnings of Chess and its introduction into western Europe, then four on backgammon from India to medieval England, three on mancala games, and one on the pursuit of hnefatafl , finally some brief notes on the games of the New World. The authors, thirty-one of them, range from archaeologists, historians and museum curators, not least Irving Finkel, the editor of the volume, to such well-known historians of games as R C Bell and the internationally famous grandmaster and journalist Raymond Keene. It is a large format book with hundreds of photos and drawings.

Values at Play in Digital Games

Values at Play in Digital Games PDF Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 222

Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.