TY - BOOK AU - Freyermuth,Gundolf S. TI - Games / game design / game studies: an introduction T2 - Edition Medienwissenschaft SN - 383762983X AV - GV1469.15 U1 - 794.8 23 PY - 2015///] CY - Bielefeld PB - Transcript KW - Computer games KW - Digital media N1 - 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 ER -