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Half-Real

Half-Real
Author: Jesper Juul
Publisher: MIT Press
Total Pages: 245
Release: 2011-08-19
Genre: Games & Activities
ISBN: 0262284138

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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

Half-Real
Author: Jesper Juul
Publisher: MIT Press
Total Pages: 245
Release: 2011-08-19
Genre: Games & Activities
ISBN: 0262516519

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 Half That's Never Been Told

The Half That's Never Been Told
Author: Doctor Dread
Publisher: Akashic Books
Total Pages: 274
Release: 2015-03-03
Genre: Biography & Autobiography
ISBN: 1617752908

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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

10 Real LSATs Grouped by Question Type
Author: Manhattan Prep
Publisher: Simon and Schuster
Total Pages: 1411
Release: 2014-04-08
Genre: Study Aids
ISBN: 1937707822

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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!


Level Up Your Classroom

Level Up Your Classroom
Author: Jonathan Cassie
Publisher: ASCD
Total Pages: 195
Release: 2016-06-28
Genre: Education
ISBN: 1416622055

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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
Author: Susan George
Publisher:
Total Pages: 0
Release: 1977
Genre:
ISBN:

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The Absolutely True Diary of a Part-Time Indian

The Absolutely True Diary of a Part-Time Indian
Author: Sherman Alexie
Publisher: Random House
Total Pages: 273
Release: 2016-09-15
Genre: Juvenile Fiction
ISBN: 1448188563

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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.