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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.
"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.
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.
A history of the popular board game, from 1960s New York right through to the 2004 National Championships.
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!
Exposes quack schemes and medical gimmicks that cheat the aged and calls for governmental action to educate the elderly consumer
Bill Kaysing's classic tale of how we never went to the moon.