Half-real: Video games between real rules and fictional worlds J Juul The MIT Press, 2005 | 5593 | 2005 |
A casual revolution: reinventing video games and their players J Juul The MIT Press, 2009 | 1991 | 2009 |
The Game, the Player, the World: Looking for a Heart of Gameness J Juul Level up: Digital games research conference, 2003 | 1582 | 2003 |
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 | 1030 | 2013 |
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 | 428 | 2004 |
The Open and the Closed: Games of emergence and games of progression J Juul Computer game and digital cultures conference proceedings, 323-329, 2002 | 414 | 2002 |
Fear of failing? the many meanings of difficulty in video games J Juul The video game theory reader 2 (237-252), 2009 | 289 | 2009 |
The magic circle and the puzzle piece J Juul | 284 | 2008 |
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 | 120 | 2000 |
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 | 102 | 2009 |
A certain level of abstraction J Juul Proceedings of DiGRA 2007 Conference: Situated Play, 2007 | 101 | 2007 |
Zero-Player Games. Or: What We Talk about When We Talk about Players S Björk, J Juul The Philosophy of Computer Games Conference, 2012 | 86 | 2012 |
High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival. J Juul FDG, 2014 | 80 | 2014 |
The repeatedly lost art of studying games J Juul Game Studies 1 (1), 2001 | 71 | 2001 |
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 | 54 | 2007 |
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 | 51 | 2016 |