Half Real
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Half Real
Author | : Jesper Juul |
Publsiher | : MIT Press |
Total Pages | : 245 |
Release | : 2011-08-19 |
Genre | : Games & Activities |
ISBN | : 9780262284134 |
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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 |
Publsiher | : MIT Press |
Total Pages | : 245 |
Release | : 2011-08-19 |
Genre | : Games & Activities |
ISBN | : 9780262516518 |
Download Half Real Book in PDF, Epub and Kindle
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
Author | : Sherman Alexie |
Publsiher | : Random House |
Total Pages | : 273 |
Release | : 2016-09-15 |
Genre | : Juvenile Fiction |
ISBN | : 9781448188567 |
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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.
The Half That s Never Been Told
Author | : Doctor Dread |
Publsiher | : Akashic Books |
Total Pages | : 274 |
Release | : 2015-03-03 |
Genre | : Biography & Autobiography |
ISBN | : 9781617752902 |
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A passionate memoir and fearless behind-the-scenes look at the personal lives of the biggest reggae stars in the world.
10 Real LSATs Grouped by Question Type
Author | : Manhattan Prep |
Publsiher | : Simon and Schuster |
Total Pages | : 1411 |
Release | : 2014-04-08 |
Genre | : Study Aids |
ISBN | : 9781937707828 |
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Designed as a study aid for the students of Manhattan Prep’s elite LSAT prep classes, 10 Real LSATs Grouped by Question Type provides students with an opportunity for targeted practice. Cut from Practice Tests 41-50, this book allows students to hone their skills on specific question types in Logical Reasoning, Logic Games, and Reading Comprehension, including Assumptions, Inferences, Binary Grouping, and more. In-depth explanations for every question are written by Manhattan Prep’s expert LSAT instructors and feature hand-drawn diagrams that allow students to get inside the mind of a 99th percentile scorer. By providing a means for targeted training, 10 Real LSATs Grouped by Question Type is an invaluable study tool, enabling students to get acclimated to the nuances of the exam and achieve a higher level of mastery on every question the LSAT has to offer!
PEOPLE Half Their Size
Author | : The Editors of PEOPLE |
Publsiher | : Time Inc. Books |
Total Pages | : 96 |
Release | : 2017-03-31 |
Genre | : Cooking |
ISBN | : 9781683308065 |
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For 15 years, People has been sharing the stories and secrets of real people who have lost half their size, without weight-loss surgery, without gimmicks and without celebrity budgets. In this new special issue, the latest group of inspirational weight-loss winners-six women who have lost a combined 839 pounds!-reveal what worked for them, sharing their fitness plans and exact menus. Plus: We catch up with "Half Their Size" alumni who have kept the weight off for 10 years or more. Includes workouts for every level, a toning sequence from trainer Tracy Anderson, smart eating tips from "Hungry Girl" Lisa Lillien, and delicious, easy, healthy recipes.
Hyperbole and a Half
Author | : Allie Brosh |
Publsiher | : Simon and Schuster |
Total Pages | : 288 |
Release | : 2013-10-29 |
Genre | : Humor |
ISBN | : 9781451666182 |
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#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!
Unit Operations
Author | : Ian Bogost |
Publsiher | : MIT Press |
Total Pages | : 261 |
Release | : 2008-01-25 |
Genre | : Social Science |
ISBN | : 9780262261890 |
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In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.