000 05633cam a22004334i 4500
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
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050 4 _aGV1469.15
082 0 4 _a794.8
_223
099 _a794.8 FRE
100 1 _aFreyermuth, Gundolf S.,
_eauthor.
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]
264 4 _c©2015
300 _a290 pages ;
_c23 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
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
650 0 _aDigital media.
_9328969
776 1 _iElectronic version:
_aFreyermuth, Gundolf S.
_tGames / game design / game studies
_dBielefeld : Transcript, [2015]
_w(OCoLC)936117897
776 1 8 _w(OCoLC)936117897
_w(OCoLC)932576339
_w(OCoLC)967524801
_w(OCoLC)1058470859
830 0 _aEdition Medienwissenschaft.
_9946786
907 _a.b26457416
_b06-09-21
_c18-02-19
942 _cB
945 _a794.8 FRE
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_b21-02-19
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999 _c1495802
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