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Games / game design / game studies : an introduction / Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman.

By: Material type: TextTextSeries: Edition MedienwissenschaftPublisher: Bielefeld : Transcript, [2015]Copyright date: ©2015Description: 290 pages ; 23 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 383762983X
  • 9783837629835
Subject(s): Additional physical formats: Games / game design / game studies; No titleDDC classification:
  • 794.8 23
LOC classification:
  • GV1469.15
Contents:
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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Holdings
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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