Half-Real: Video Games between Real Rules and Fictional Worlds
By Jesper Juul. 2005
470 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/9b2493854152c5a91be30fd5c9a5ef5a5af7de2b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Lennart E. Nacke
- Sebastian Deterding
- V. Abeele
- Katta Spiel
- Dan Dixon
- Rilla Khaled
- Daniel M. Johnson
- Kathrin Maria Gerling
Citations in the corpus
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “It remains hard to define the exact nature of a game Wittgenstein (2009) and different genres and audiences further make it hard to draw exact boundaries Juul (2011) or delineate all relevant constructs to fully measure the player experience for a specific genre, audience and context.”
- Our Princess Is in Another Castle (2012, background): “Can a multiple-choice quiz be a game? What about a crossword puzzle? Juul (2005) defined games as having six features: (a) a rule-based formal system, (b) variable and quantifiable outcomes, (c) different assigned values for different outcomes, (d) an outcome influenced by the efforts that the playe”
- The role of play (2018, unknown): “This continuum is in agreement with the formal definition of games from Juul (2005) which describes a game as 1) a rule-based formal system with 2) a variable and quantifiable outcome, in which 3) different outcomes are assigned different values, 4) the player exerts effort in order to influence the”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “…common definitions of games agree that a game consists of one or more interconnected challenges a player is trying to overcome, which emerge from the player taking actions in pursuit of goals , and rules and objects / opponents that make attaining those goals challenging (Juul, 2005, pp. 29–43).”
- From game design elements to gamefulness: defining "gamification" (2011, background): “Not only are media convergence and ubiquitous computing increasingly blurring the distinction between digital and non-digital: games and game design are themselves transmedial categories [42].”
- The Gaming of Policy and the Politics of Gaming: A Review (2009, unknown): “…and creativity (see also Abt, 1970; Shubik, 1975a, 1975b; Duke, 1974; Duke & Geurts, 2004; Geurts, Duke, & Vermeulen, 2007; Geurts, Joldersma, & Roelofs, 1998; Mayer, 2008; Mayer, Bekebrede, Bilsen, & Zhou, 2009; Mayer & Veeneman, 2002; for the negotiated effects of games, see also Juul, 2005).”