000 | 05633cam a22004334i 4500 | ||
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003 | OCoLC | ||
005 | 20221102231228.0 | ||
008 | 160127s2015 gw b 000 0 eng d | ||
011 | _aDirect search result | ||
011 | _aMARC Score : 10850(21900) : OK | ||
020 | _a383762983X | ||
020 | _a9783837629835 | ||
035 | _a(ATU)b26457416 | ||
040 |
_aN$T _beng _erda _cN$T _dN$T _dEBLCP _dIDEBK _dOCLCF _dYDXCP _dIDB _dAGLDB _dICA _dOCLCQ _dMERUC _dNRC _dOCLCO _dJBG _dD6H _dVNS _dVTS _dINT _dAU@ _dYOU _dSTF _dATU |
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050 | 4 | _aGV1469.15 | |
082 | 0 | 4 |
_a794.8 _223 |
099 | _a794.8 FRE | ||
100 | 1 |
_aFreyermuth, Gundolf S., _eauthor. |
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245 | 1 | 0 |
_aGames / game design / game studies : _ban introduction / _cGundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman. |
264 | 1 |
_aBielefeld : _bTranscript, _c[2015] |
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264 | 4 | _c©2015 | |
300 |
_a290 pages ; _c23 cm. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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490 | 1 | _aEdition Medienwissenschaft | |
504 | _aIncludes bibliographical references. | ||
505 | 0 | 0 |
_gMachine generated contents note: _tPlaying, Making, Thinking Games -- _tPlaying -- Games -- _tMaking Games -- Game Design -- _tThinking Games -- Game Studies -- _tAcknowledgments -- _gI. _tGames -- _tIntroduction -- _g1. _tWhat is a Game? Systematic and Historical Approaches -- _tAttempts at Systematic Definitions -- _tFailure of Systematic Definitions -- _tHistorical Definition: The Alterity of Digital Games -- _g2. _tGames in the Modern Era. A Short Media History -- _tGames -- _tPrimary, Secondary, and Tertiary Mediality -- _tCase Study: Soccer -- A Game's Journey Through Medialities -- _tQuaternary Mediality: From Spectator to Player -- _g3. _tProcedural Turn (since the 1950s) -- _tQuadruplicate Origin of Digital Games -- _tDigital Technology -- _tArtificial Intelligence -- _tFlight Simulation -- _tVirtualization of Analog Games -- _tPlayful Use of Digital Technology -- _tProcedurality -- _g4. _tHyperepic Turn (since the 1970s) -- _tGame Economics -- _tFrom Mainframe and Arcade Games to Console and PC Games -- _tInnovative Genre of Text-Adventures -- _tEvolution of Audiovisual Storytelling -- _tHyperepic -- _g5. _tHyperrealistic Turn (since the 1990s) -- _tDigital Technology -- _tFrom the Model of the Novel to the Model of the Film -- _tHyperrealism -- _tAuthenticity and Operativity -- _tInnovative Genre of the First-Person Shooter -- _g6. _tDouble Alterity of Digital Games -- _tEvolution of Games into an Audiovisual Medium -- _tDigital Games vs. Analog Games and Linear Audiovisions -- _tDefining Medium of Digital Culture -- _g7. _tLook Ahead: Hyperimmersive Turn? -- _tEvolution of Digital Games -- _tLifelike Agency in Games -- _tUtopia Holodeck -- _tGamelike Agency in Real Life -- _tPotential for Hyperimmersive Turn -- _tIntermezzo: Game // Film -- _tIntroduction -- _g1. _tGame and Film -- _tCompetition -- _tCollaboration -- _tConvergence -- _g2. _tAudiovisual Rivalries -- _tMedia History -- _tMedia Theory -- _g3. _tModes of Audiovisual Storytelling -- _tStorytelling in Space and Time -- _tPre-Industrial Audiovisions: Theater -- _tIndustrial Audiovisions: Film and Television -- _tDigital Audiovisions: Games -- _tComplementarity -- _tSummary: The Four Cs -- _gII. _tGame Design -- _tIntroduction -- _g1. _tAnalog Design -- _tEvolution of Industrial Design Practices -- _tEvolution of Industrial Design Thinking -- _g2. _tDigital Design -- _tDigitalization of Design Practice -- _tDigitalization of Design Thinking -- _g3. _tShort History of Game Design -- _tFirst 40 Years -- _tPresent and Future -- _g4. _tAreas of Game Design -- _tRole of the Game Designer -- _tTriad, Tetrad, and the Function of Narration -- _g5. _tPractices of Game Design -- _tProcess of Game Development -- _tPrinciple of Worldbuilding -- _tAuthorship in Game Design -- _tDon't Follow These Rules! A Primer for Playtesting by Nathalie Pozzi and Eric Zimmerman -- _gIII. _tGame Studies -- _tIntroduction -- _g1. _tTheories of Analog Games vs. Theories of Digital Games -- _tPre-Industrial Theories of Playing and Games -- _tIndustrial Theories of Playing and Games -- _g2. _tSchisms of Game Studies -- _tSedimentative Approaches: Game Design Theories -- _tExaptative Approaches 1: Theories from Social Sciences -- _tExaptative Approaches 2: Theories from the Humanities -- _g3. _tDesideratum: Overcoming the Schisms -- _tLonging for Synthesis -- _tAdaptative Approaches -- _g4. _tPerspectives of Research 1: Digital Games -- _tMechanics -- _tStory -- _tAesthetics -- _tTechnology -- _tTransmedia -- _g5. _tPerspectives of Research 2: Serious Games -- _tMechanics, Story, Aesthetics, Technology, Transmedia -- _tGamification -- _tOpposition to Industrialism -- _tEpilog -- _tAcademization and Aesthetic Production -- _tCultural Rise of Games -- _tGame Studies and Digital Game Design Education in Germany -- _tInternational Higher Game Design Education: Six Examples from Five Countries by Andre Czauderna -- _tStructure of an Undergraduate Program for Game Design -- _tConsequences of Academization. |
588 | 0 | _aPrint version record. | |
650 | 0 |
_aComputer games. _9315891 |
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650 | 0 |
_aDigital media. _9328969 |
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776 | 1 |
_iElectronic version: _aFreyermuth, Gundolf S. _tGames / game design / game studies _dBielefeld : Transcript, [2015] _w(OCoLC)936117897 |
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776 | 1 | 8 |
_w(OCoLC)936117897 _w(OCoLC)932576339 _w(OCoLC)967524801 _w(OCoLC)1058470859 |
830 | 0 |
_aEdition Medienwissenschaft. _9946786 |
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907 |
_a.b26457416 _b06-09-21 _c18-02-19 |
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_c1495802 _d1495802 |