Games / game design / game studies : an introduction / Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman.
Material type: TextSeries: Edition MedienwissenschaftPublisher: Bielefeld : Transcript, [2015]Copyright date: ©2015Description: 290 pages ; 23 cmContent type:- text
- unmediated
- volume
- 383762983X
- 9783837629835
- 794.8 23
- GV1469.15
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.8 FRE (Browse shelf(Opens below)) | 1 | Available | A533725B |
Includes bibliographical references.
Machine generated contents note: Playing, Making, Thinking Games -- Playing -- Games -- Making Games -- Game Design -- Thinking Games -- Game Studies -- Acknowledgments -- I. Games -- Introduction -- 1. What is a Game? Systematic and Historical Approaches -- Attempts at Systematic Definitions -- Failure of Systematic Definitions -- Historical Definition: The Alterity of Digital Games -- 2. Games in the Modern Era. A Short Media History -- Games -- Primary, Secondary, and Tertiary Mediality -- Case Study: Soccer -- A Game's Journey Through Medialities -- Quaternary Mediality: From Spectator to Player -- 3. Procedural Turn (since the 1950s) -- Quadruplicate Origin of Digital Games -- Digital Technology -- Artificial Intelligence -- Flight Simulation -- Virtualization of Analog Games -- Playful Use of Digital Technology -- Procedurality -- 4. Hyperepic Turn (since the 1970s) -- Game Economics -- From Mainframe and Arcade Games to Console and PC Games -- Innovative Genre of Text-Adventures -- Evolution of Audiovisual Storytelling -- Hyperepic -- 5. Hyperrealistic Turn (since the 1990s) -- Digital Technology -- From the Model of the Novel to the Model of the Film -- Hyperrealism -- Authenticity and Operativity -- Innovative Genre of the First-Person Shooter -- 6. Double Alterity of Digital Games -- Evolution of Games into an Audiovisual Medium -- Digital Games vs. Analog Games and Linear Audiovisions -- Defining Medium of Digital Culture -- 7. Look Ahead: Hyperimmersive Turn? -- Evolution of Digital Games -- Lifelike Agency in Games -- Utopia Holodeck -- Gamelike Agency in Real Life -- Potential for Hyperimmersive Turn -- Intermezzo: Game // Film -- Introduction -- 1. Game and Film -- Competition -- Collaboration -- Convergence -- 2. Audiovisual Rivalries -- Media History -- Media Theory -- 3. Modes of Audiovisual Storytelling -- Storytelling in Space and Time -- Pre-Industrial Audiovisions: Theater -- Industrial Audiovisions: Film and Television -- Digital Audiovisions: Games -- Complementarity -- Summary: The Four Cs -- II. Game Design -- Introduction -- 1. Analog Design -- Evolution of Industrial Design Practices -- Evolution of Industrial Design Thinking -- 2. Digital Design -- Digitalization of Design Practice -- Digitalization of Design Thinking -- 3. Short History of Game Design -- First 40 Years -- Present and Future -- 4. Areas of Game Design -- Role of the Game Designer -- Triad, Tetrad, and the Function of Narration -- 5. Practices of Game Design -- Process of Game Development -- Principle of Worldbuilding -- Authorship in Game Design -- Don't Follow These Rules! A Primer for Playtesting by Nathalie Pozzi and Eric Zimmerman -- III. Game Studies -- Introduction -- 1. Theories of Analog Games vs. Theories of Digital Games -- Pre-Industrial Theories of Playing and Games -- Industrial Theories of Playing and Games -- 2. Schisms of Game Studies -- Sedimentative Approaches: Game Design Theories -- Exaptative Approaches 1: Theories from Social Sciences -- Exaptative Approaches 2: Theories from the Humanities -- 3. Desideratum: Overcoming the Schisms -- Longing for Synthesis -- Adaptative Approaches -- 4. Perspectives of Research 1: Digital Games -- Mechanics -- Story -- Aesthetics -- Technology -- Transmedia -- 5. Perspectives of Research 2: Serious Games -- Mechanics, Story, Aesthetics, Technology, Transmedia -- Gamification -- Opposition to Industrialism -- Epilog -- Academization and Aesthetic Production -- Cultural Rise of Games -- Game Studies and Digital Game Design Education in Germany -- International Higher Game Design Education: Six Examples from Five Countries by Andre Czauderna -- Structure of an Undergraduate Program for Game Design -- Consequences of Academization.
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