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Jesper Juul
Jesper Juul
Royal Danish Academy of Architecture, Design, and Conservation (Formerly ITU Copenhagen, MIT, NYU).
E-mail confirmado em jesperjuul.net - Página inicial
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Half-real: Video games between real rules and fictional worlds
J Juul
The MIT Press, 2005
55932005
A casual revolution: reinventing video games and their players
J Juul
The MIT Press, 2009
19912009
The Game, the Player, the World: Looking for a Heart of Gameness
J Juul
Level up: Digital games research conference, 2003
15822003
Games Telling stories?-A brief note on games and narratives.
J Juul
Game studies 1 (1), 1-12, 2001
1486*2001
The art of failure: An essay on the pain of playing video games
J Juul
MIT press, 2013
10302013
A clash between game and narrative: A thesis on computer games and interactive fiction
J Juul
University of Copenhagen, 1999
635*1999
Introduction to game time
J Juul
Electronic Book Review, 2004
4282004
The Open and the Closed: Games of emergence and games of progression
J Juul
Computer game and digital cultures conference proceedings, 323-329, 2002
4142002
Fear of failing? the many meanings of difficulty in video games
J Juul
The video game theory reader 2 (237-252), 2009
2892009
The magic circle and the puzzle piece
J Juul
2842008
Handmade pixels: Independent video games and the quest for authenticity
J Juul
Mit Press, 2019
198*2019
What computer games can and can’t do
J Juul
Digital Arts and Culture, Bergen, August, 2-4, 2000
1202000
Without a Goal–On open and expressive games
J Juul
Videogame, player, text, 191-203, 2007
117*2007
Easy to use and incredibly difficult: on the mythical border between interface and gameplay
J Juul, M Norton
Proceedings of the 4th international conference on foundations of digital …, 2009
1022009
A certain level of abstraction
J Juul
Proceedings of DiGRA 2007 Conference: Situated Play, 2007
1012007
Zero-Player Games. Or: What We Talk about When We Talk about Players
S Björk, J Juul
The Philosophy of Computer Games Conference, 2012
862012
High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival.
J Juul
FDG, 2014
802014
The repeatedly lost art of studying games
J Juul
Game Studies 1 (1), 2001
712001
Swap adjacent gems to make sets of three: A history of matching tile games
J Juul
Artifact: Journal of Design Practice 1 (4), 205-217, 2007
542007
Good Feedback for bad Players? A preliminary Study of ‘juicy’Interface feedback
J Juul, JS Begy
Proceedings of first joint FDG/DiGRA Conference, Dundee, 2016
512016
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Artigos 1–20