A great introductory read to the field of game studies that seeks to establish a distinction of video games on a basic level. It succeeds in this somewhat by presenting a useful but ultimately vague classic video game model. This model presents every type of game and video game, and therefore connects several dots under a common umbrella. The biggest problem with this is of course the usage of this model. It is great as an introductory understanding of what games revolve around, but its characterisations of border-line games and non-games ultimately highlight the limits of this umbrella term; games of chance are suddenly not pure games in this model because they don't involve player effort. Then what is a pure game, and have we truly discovered the limits of purity through video games?
Nevertheless, the theoretical foundation is sound (albeit open for more contextualization) as the book takes up the complicated roots of game studies that characterised the early 2000's. Narratology vs. ludology, while very exhausted today, was pulling video games studies in multiple and incoherent directions. This book does not stop these developments, but it argues for the limits of essentialising video games as "either or". "Half-real" contains both the deterministic and above-discussion rules of a game, and the fictional world and narrative storytelling characteristic of modern video games. The book ultimately argues succesfully that video games are not experiences caused by rules nor stories only. It is a mixture of formal properties of games (rules/fiction), the player's disposition and interaction with said properties, and finally the real world at large. It is then limiting to argue for games as either activity or a story, because, as Juul details, rules and fiction work concurrently to present the game presentation with which the player engages.
First chapter introduces overall theories that have impacted the field of game studies; a good introduction for the uninitiated. Second chapter presents the model itself. Third and fourth chapter are reserved for rules and fiction, respectively. Fifth chapter and conclusion brings the analytical work all the way around by establishing the importance of "half-real" and hinting at the potential for future video game developments.
Video games are exciting, new and yet also maturing and taking shape. Computation has offered a great roadmap so far, and for future reference after reading the book, I recommend exploring the expressive use of software processing, theories of play, the influences of narratology, and the related history of New Media and its aesthetic potential. The book only touches on these subjects, but they are important going forward beyond a game model.
There are many more perspectives that are also relevant, but I have yet to discover these myself. However, I was thinking about the mentioned perspectives while reading the book, because I think they provide essential information for developing the field of game studies. This book is also old (compared to the age of the field itself) so it is likely that you can find updated accounts of what games are in newer books and articles. This book is still very relevant and an important and influential foundation, and I recommend it to anyone looking to enter the field of game studies.
Juul's influential framework of games, in the wake of video games as a shift of their perceptible qualities, is persuasive in its mechanical argumentation by way of the interactions between rules, fiction, players, and the world outside the game; however, the argument falters, especially in 2022 with the influx of walking simulators, visual novels (or any of the growing forms of hypertext fiction, notably Twine), survival games, and so on, when Juul discusses how narratives, outcomes, and negotiable consequences form in this space. He goes to say that elements like flash forwards are generally not possible to pull off, which is entirely untrue even at the time of publication with games such as Siren, which has nonchronological throughout. As I read on, Juul's argument often failed to address games with a focus on narrative (going as far to call any progression game a one-time only experience) in a suitable fashion except to criticize their fictional elements or simply plop them as "borderline cases" of games—barely adequate with his "classic game model" when it now seems to leave out a large chunk of video games over 15 years since the book's publication, albeit his lack of taking a side in the narratology vs. ludology debate ages well given how little the debate matters. Half-Real provides plenty of still pertinent elements within his model/framework. Juul just fails to persuade when his model seems to ignore partially or entirely narrative, storytelling, character motivations, or even player motivations sparked by the fiction in the game.
Nice book. Well written and full of examples. Sometime is a bit repetitive but definitely worth reading. Liked the diagrams about the classic model, real world and fictional world. The conclusion chapter resumes very well the essence of the book.
Minulla jäi aikoinaan Jesperin pelikurssi kesken, niin otin vahingon takaisin hänen kirjansa muodossa. Pelitutkimuksellisella perusteellisuudella kirjoitettu rautalanganselkeä vääntö siitä mitä pelit ovat ja mistä ne koostuvat. Hyvää pohjateoriaa, kun puhutaan pelillisyydestä ja pelillistämisestä.
Heavier on ludology than narratology which isn’t necessarily a bad thing, but if you’re looking for a comprehensive study, this leans towards the ‘systems’ side of the aisle.
This book is competently written and has some really interesting thoughts but I'm sick and tired of games studies scholars trying to define games with a definition that is so rigid and couldn't possibly include the visual novel
Even 7 years after its publication Half-Real remains a landmark moment in the development of Game Studies as a field. Juul's approach to games bridges a formal analysis of their rules and systems with a nuanced approach to their fiction. Half-Real offers several useful, citable definitions and concepts and provides good outlines and approaches to exploring games, particularly through their formal qualities.
That said, the book is not without problems. As with any book in which the primarily goal is establishing definitions and boundaries, edge-cases are many, and the categories are sometime contradictory. Juul, a staunch ludologist, does not examine the fiction of games in anywhere near the depth that he explores their systems. Still, from the approach of both a researcher and a designer, having formal boundaries is useful for understanding where games still need exploration. There are a few places where his categorizations could have used a little more defense and insight into his methodology, which particularly stand out since many other arguments seem watertight. As a whole, however, his explanations are interesting and provocative.
The tone of the book is very academic, and as such I wouldn't recommend this book to a casual reader, or even to most (non-academic) designers. To a researcher, however, this book is an indispensable resource. It points to intersections with many disciplines and offers great references for further exploration. Juul's definition of what a game even is, a question that has been explored for centuries, remains one of the more convincing definitions in the field.
The so-called "narratology vs. ludology" debate in game studies can be a beast of discourse to start studying from square one, and Juul does a good job of outlining the tensions that have been expressed over a decade of back-and-forth. It's the second time I've read Half-Real, and it's been valuable to return to this book in light of recent conversations around the rejection of formalism in personal, "zinester" games. It's clear that Juul still primarily views games as systems of rules and of play, but his attempt to integrate the concept of game as a narrative system highlights how the two approaches are in fact intersecting subsets of a larger toolbox with which we can leverage to study games.
"The intention of this book has been to create a basic theory of video games .... the entire theory can ... be described as the intersection between games as rules and games as fiction, and the relation between the game, the player and the world" (p 197). If that sort of musing strikes you as mindblowing, you'll like encountering the many iterations of the idea through this brief, serious discussion of video games. If not, and you remain unconvinced about the aesthetic value(s) of games, well, this won't change your mind.
An excellent and important book to mark a beginning of computer game theory, Juul's writing and particular subject matter make the book a little dogged to read at times, and a touch repetitive. Still, the ideas are overall fascinating, and the distinction of games as defined by rules and/or fiction leads to a lot of philosophical questioning. A must-read for anyone dealing with technology in any way, and all-in-all a terrific book.
An interesting read. I particularly appreciated his extensive consideration of the definition of games and video games, looking at several other games scholars for patterns. There was another chapter that focused on games and fictional narrative that helps showcase the difference between games and traditiona stories, but the similarities too.
A very solid title. While I wouldn't recommend it for someone who wanted casual insight into the critical study of video games, it is a crucial resource for the researcher. There is much thorough and clear-headed analysis to serve as a springboard for future investigations.
Very worthwhile and readable discussion of the "Mario vs. Aristotle" question. Juul is a very engaging writer and I look forward to reading his other works.