Jesper Juul
Publications
Gameography
Teaching & lecturing
Company
CV
Contact
The Ludologist
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Publications
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The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge: MIT Press 2012.
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"Narrative" and "Defender" entries in Wolf, Mark J. P. (ed.) Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. Westport, CT: Greenwood, 2012.
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Staffan Björk & Jesper Juul: "Zero-Player Games
Or: What We Talk about When We Talk about Players". Conference paper presented at the The Philosophy of Computer Games Conference, Madrid, 2012.
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游戏抽象度. Chinese translation of A Certain Level of Abstraction, 2012.
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캐주얼 게임- 비디오게임과 플레이어의 재창조. Korean translation of A Casual Revolution, 2012.
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"In Search of Lost Time: On Game Goals and Failure Costs" In Proceedings of the Fifth International Conference on the Foundations of Digital Games, ACM 2010.
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Mia Consalvo, John Sharp, Ulrika Bennerstedt, Jesper Juul: "Tweeting GDC" in Dikkers, Steinkuehler, Squire & Zimmerman (eds): Real Time Research: Improvisational Game Scholarship. Pittsburg, PA: ETC Press 2010.
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Jesper Juul, Rasmus Keldorff: Depth in one Minute: A Conversation about Bejeweled Blitz. In Davidson, Drew (ed).: Well Played 2.0: Video Games, Value and Meaning. Pittsburg, PA: ETC Press 2010.
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"After Game Graphics". Catalogue text for the Press Play exhibition, Permanenten, Bergen, Norway, 2010.
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A Casual Revolution: Reinventing Video Games and Their Players. Cambridge: MIT Press 2009.
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"Easy to use and incredibly difficult: on the mythical border between interface and gameplay". Proceedings of the 4th International Conference on Foundations of Digital Games, ACM (2009), 107-112. With Marleigh Norton.
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"Fear of Failing? The Many Meanings of Difficulty in Video Games". In Bernard Perron and Mark J. P. Wolf (eds.): The Video Game Theory Reader 2, 2009.
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"Rules and Fiction". In Juan Antonia and Àlvarez Reyes: Try Again. Madrid: La Case Encendida 2008.
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"The Magic Circle and the Puzzle Piece". In Stephan Günzel, Michael Liebe and Dieter Mersch (eds.): Conference Proceedings of the Philosophy of Computer Games 2008. Potsdam: Potsdam University Press 2008.
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"A Certain Level of Abstraction". Conference paper at the DiGRA conference, Tokyo Japan, September 2007.
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"Variation over Time: The Transformation of Space in Single-Screen Action Games". In Friedrich von Borries, Steffen P. Walz, Ulrich Brinkmann, Matthias Böttger (eds): Space Time Play. Basel: Birkhäuser 2007.
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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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Bez celu. O grach otwartych i ekspresyjnych. Polish translation of "Without a Goal" in Kultura i Historia 13/2008.
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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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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.
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