Jesper Juul
Publications
Gameography
Teaching & lecturing
Company
CV
Contact
The Ludologist
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Publications
Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games. In the Artifact journal. Volume 2, 2007. London: Routledge.
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Without a Goal: On Open and Expressive Games. In Videogame/Player/Text, edited by Tanya Krzywinska and Barry Atkins. Manchester: Manchester University Press 2007.
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Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press 2005.
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[Danish language] "Hvad spillet betyder" / "What the Game Means". In Ida Engholm & Lisbeth Klastrup (eds:): Digitale Verdener. Copenhagen: Gyldendal 2005.
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[Danish language] "Tid til at Spille". In Carsten Jessen and Bo Kampmann Walther (eds.): Spillets Verden. Copenhagen: Danmarks Pædagogiske Universitets Forlag 2005.
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Introduction to Game Time / Time to play. In Noah Wardrip-Fruin and Pat Harrigan: First Person, Cambridge: MIT Press 2004.
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The Game, the Player, the World: Looking for a Heart of Gameness. Keynote at the Level Up conference, Utrecht, November 2003.
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"ゲーム, プレイヤ, ワールド : ゲームたらしめるものの核心を探る". Japanese translation of "The Game, the Player, the World: Looking for a Heart of Gameness". Keynote at the Level Up conference, Utrecht, November 2003. Translated by Haruhisa Tanaka.
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Just what is it that makes computer games so different, so appealing? Column for the IGDA (international game developers association) website. April 2003.
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The Open and the Closed: Games of Emergence and Games of Progression. Paper from Computer Games and Digital Cultures, Tampere Finland, June 2002.
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Games telling stories? Article in the Game Studies journal, July 2001.
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What computer games can and can't do. Paper from the DAC conference, Bergen, August 2000.
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English translation of my master's thesis on computer games and interactive fiction.
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[Danish language] my Master's thesis: En Kamp Mellem Spil og Fortælling
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Paper from the DAC conference, November 1998: A clash between Game and Narrative.
Posters
Reviews
Theory games
Other writings
Random things
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