Book Reviews: Half Real: Video Games between Real Rules and Fictional Worlds
By Alex R. Wade. 2006
1,364 citations recorded by the source corpus.
Subfields: Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/f04c32797b22e450fd5cd0963df2d49df44a84ff
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Sociology and Political Science
- Risto Miikkulainen
- Keith Topping
- Jean-Pierre Jessel
- Hallgeir Halvari
- Damien Djaouti
- Julian Alvarez
- Marcia C. Linn
- Symeon Dagkas
Citations in the corpus
- General Video Game Playing (2013, background): “In his book Half-Real (11), Juul offers a six-part definition of what a game is: (1) games are rule-based; (2) they have variable outcomes; (3) the different outcomes have different values; (4) the player invests effort to influence the outcome; (5) the player is attached to the outcome; and (6) the”
- Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011, background): “The gaming literature provides an overwhelming number of different approaches to defining the essence of a game (Caillois, 1961; Crawford, 1982; Huizinga, 1950; Juul, 2005; Koster, 2005; Salen & Zimmerman, 2004).”
- Classifying Serious Games: The G/P/S Model (2011, background): “Additionally, several studies deal extensively with different kinds of video game rules, such as Salen & Zimmerman (2003), Juul (2005), Djaouti & al.”