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Biblio
Found 15 results
Author
Keyword
Title
Type
Year
2009
Juul, Jesper
, &
Marleigh Norton
(2009).
Easy to use and incredibly difficult: on the mythical border between interface and gameplay
.
Foundations of Digital Games.
107-112 .
Abstract
Juul, Jesper
(2009).
Fear of Failing? The Many Meanings of Difficulty in Games
.
(
Perron B.
,
World M.J P.
, Ed.).
The Video Game Theory Reader 2.
237-252.
Abstract
2008
Juul, Jesper
(2008).
The Magic Circle and the Puzzle Piece
.
Philosophy of Computer Games.
2007
Juul, Jesper
(2007).
A Certain Level of Abstraction
.
(
Baba A.
, Ed.).
DiGRA 2007.
510-515.
Abstract
Juul, Jesper
(2007).
Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games
.
Artifact.
Abstract
Juul, Jesper
(2007).
Without a Goal: On Open and Expressive Games
.
(
Krzywinska T.
,
Atkins B.
, Ed.).
Videogame/Player/Text.
Abstract
Juul, Jesper
(2007).
Variation over Time: The Transformation of Space in Single-Screen Action Games
.
(
Friedrich von Borries Steffen P. Walz U.
, Ed.).
Space Time PLay.
2005
Juul, Jesper
(2005).
Half-Real: Video Games between Real Rules and Fictional Worlds
.
Juul, Jesper
(2005).
Games Telling Stories?
.
(
Raessens J.
,
Goldstein J.
, Ed.).
Handbook of Computer Game Studies.
219-226.
Juul, Jesper
(2005).
Half-Real: The Interplay between Game Rules and Game Fiction
.
DiGRA 2005 Conference: Changing Views--Worlds in Play.
2004
Juul, Jesper
(2004).
Introduction to Game Time / Time to play.
.
(
Wardrip-Fruin N.
,
Harrigan P.
, Ed.).
First Person.
131-142.
Abstract
2003
Juul, Jesper
(2003).
Just what is it that makes computer games so different, so appealing?
.
IGDA Ivory Tower Column.
2002
Juul, Jesper
(2002).
The Open and the Closed: Games of Emergence and Games of Progression
.
CGDC Conf..
2000
Juul, Jesper
(2000).
What Computer Games Can and Can't Do
.
Digital Arts and Culture.
1998
Juul, Jesper
(1998).
A Clash Between Game and Narrative
.
Ph.D,