Bibliography

Found 13 results

Filters: author is Juul
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Juul, Jesper, "Without a Goal: On Open and Expressive Games", Videogame/Player/Text, Manchester, Manchester University Press, 2007  . Abstract
Juul, Jesper, "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games", Artifact, issue 2, 08 March 2007. Abstract
Juul, Jesper, "A Certain Level of Abstraction", DiGRA 2007, Tokyo, DiGRA Japan,, pp. 510-515, 24/09/2007. Abstract
Juul, Jesper, "Variation over Time: The Transformation of Space in Single-Screen Action Games", Space Time PLay, Basel, Birkhäuser, 2007  .
Juul, Jesper, Half-Real: Video Games between Real Rules and Fictional Worlds, : The MIT Press, 2005  .
Juul,Jesper, "Half-Real: The Interplay between Game Rules and Game Fiction", DiGRA 2005 Conference: Changing Views--Worlds in Play, 2005  .
Jesper Juul, "Games Telling Stories?", Handbook of Computer Game Studies, Cambridge, MA, MIT Press, pp. 219-226, 2005  .
Juul, Jesper, "Introduction to Game Time / Time to play.", First Person, Cambridge, Mass, MIT Press, pp. 131-142, 2004  . Abstract
Juul, J., "The Game, the Player, the World: Looking for a Heart of Gameness", Level Up: Digital Games Research, 04/11/2003. Abstract
Juul, Jesper, "Just what is it that makes computer games so different, so appealing?", IGDA Ivory Tower Column, 2003  .
Juul,Jesper, "The Open and the Closed: Games of Emergence and Games of Progression", CGDC Conf., 2002  .
Juul, Jesper, "What Computer Games Can and Can't Do", Digital Arts and Culture, Bergen, 2000  .
Juul,Jesper, A Clash Between Game and Narrative, , vol. Ph.D, 1998  .