Jesper Juul

dblp:j/JJuul · DBLP profile ↗
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11ranked-venue papers
10as first author
3since 2021 · last 2026
0000-0003-0827-1131ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 11 · 10 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 11 · 10 first-author · 3 since 2021
YearPublicationVenuePosition
2026 The Partial Truth about Virtual Objects: How Users Reason About and Explore Intentionally Simplified Environments
abstract
There is a popular story about technology in which virtual objects and virtual reality are, or will soon become, “digital twins” of the regular world. In this story, a virtual experience possesses (or will possess) all the details of what it represents, making virtual reality “transparent,” with no need to design or learn new interfaces. This story is propagated not only by technology companies but also by designers seeking perfect immersion and presence, and by what we term “Matrix philosophy”: a focus on hypothetical future technologies, such as seen in movies, at the expense of existing technologies and experiences.
Jesper Juul, Emil Lundedal Hammar, Dooley Murphy, Alessandro Canossa
FDG1
2023 Would you like Games with that Computer? Revisiting early Game History & Culture with the Commodore 64
Jesper Juul, Laurel Carney
DiGRA1
2022 Predicting Success Factors of Video Game Titles and Companies
Johannes Pfau, Michael S. Debus, Jesper Juul, Emil Lundedal Hammar, Alessandro Canossa, Magy Seif El-Nasr
ICEC3
2020 The Independent Mode: A Functionalist Account of Independent Games and Game History
abstract
Which is more important: the business of games, the design of a game, or the way players play a game? Unfortunately, we face the problem that our answers tend to depend on our disciplinary background.
Jesper Juul
FDG1
2014 High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival
Jesper Juul
FDG1
2010 In search of lost time: on game goals and failure costs
abstract
Some time ago, when most video games gave players a limited number of lives, or retries, the difficulty of a game could be measured by how often the player failed in a game. In this paper, I will argue that since video games moved toward giving players infinite retries, the amount of time the player loses when failing is now a better measure of how difficulty impacts the player.
Jesper Juul
FDG1
2009 Bad Games Panel [Abstracts]
Jesper Juul, Matthew Weise, Jason Begy
DiGRA Conference1
2009 Easy to use and incredibly difficult: on the mythical border between interface and gameplay
abstract
In video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that "easy interface and challenging gameplay" is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself.
Jesper Juul, Marleigh Norton
FDG1
2007 A Certain Level of Abstraction
Jesper Juul
DiGRA Conference1
2005 Half-Real: The Interplay between Game Rules and Game Fiction
Jesper Juul
DiGRA Conference1
2003 The game, the player, the world: looking for a heart of gameness
Jesper Juul
DiGRA Conference1