The Resource Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource)
Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource)
Resource Information
The item Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Massey University Library, University of New Zealand.This item is available to borrow from 1 library branch.
Resource Information
The item Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource) represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Massey University Library, University of New Zealand.
This item is available to borrow from 1 library branch.
- Summary
- How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? 0Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuths introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies
- Language
- eng
- Extent
- 1 online resource (290 pages)
- Contents
-
- Introduction
- 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.
- The Schisms of Game Studies
- 1.
- 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
- What is a Game? Systematic and Historical Approaches
- Story
- Aesthetics
- Technology
- Transmedia
- 5.
- Perspectives of Research 2: Serious Games
- Mechanics, Story, Aesthetics, Technology, Transmedia
- Gamification
- Opposition to Industrialism
- Epilog
- Attempts at Systematic Definitions
- Academization and Aesthetic Production
- The 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
- 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
- Machine generated contents note:
- 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
- Playing, Making, Thinking Games
- Procedurality
- 4.
- Hyperepic Turn (since the 1970s)
- Game Economics
- From Mainframe and Arcade Games to Console and PC Games
- The Innovative Genre of Text-Adventures
- The Evolution of Audiovisual Storytelling
- The Hyperepic
- 5.
- Hyperrealistic Turn (since the 1990s)
- Playing---Games
- Digital Technology
- From the Model of the Novel to the Model of the Film
- Hyperrealism
- Authenticity and Operativity
- The Innovative Genre of the First-Person Shooter
- 6.
- The Double Alterity of Digital Games
- The Evolution of Games into an Audiovisual Medium
- Digital Games vs. Analog Games and Linear Audiovisions
- The Defining Medium of Digital Culture
- Making Games---Game Design
- 7.
- A Look Ahead: Hyperimmersive Turn?
- The Evolution of Digital Games
- Lifelike Agency in Games
- Utopia Holodeck
- Gamelike Agency in Real Life
- Potential for Hyperimmersive Turn
- Intermezzo: Game // Film
- Introduction
- 1.
- Thinking Games---Game Studies
- Game and Film
- Competition
- Collaboration
- Convergence
- 2.
- Audiovisual Rivalries
- Media History
- Media Theory
- 3.
- Modes of Audiovisual Storytelling
- Acknowledgments
- 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.
- I.
- Analog Design
- The Evolution of Industrial Design Practices
- The Evolution of Industrial Design Thinking
- 2.
- Digital Design
- The Digitalization of Design Practice
- The Digitalization of Design Thinking
- 3.
- A Short History of Game Design
- The First 40 Years
- Games
- Present and Future
- 4.
- Areas of Game Design
- The Role of the Game Designer
- Triad, Tetrad, and the Function of Narration
- 5.
- Practices of Game Design
- The Process of Game Development
- The Principle of Worldbuilding
- Authorship in Game Design
- Isbn
- 9783839429839
- Label
- Games / game design / game studies : an introduction
- Title
- Games / game design / game studies
- Title remainder
- an introduction
- Statement of responsibility
- Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman
- Language
- eng
- Summary
- How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? 0Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuths introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies
- Cataloging source
- N$T
- http://library.link/vocab/creatorDate
- 1955-
- http://library.link/vocab/creatorName
- Freyermuth, Gundolf S.
- Dewey number
- 794.8
- Index
- no index present
- Literary form
- non fiction
- Nature of contents
-
- dictionaries
- bibliography
- Series statement
- Edition Medienwissenschaft
- http://library.link/vocab/subjectName
-
- Computer games
- Digital media
- Label
- Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource)
- Antecedent source
- unknown
- Bibliography note
- Includes bibliographical references
- Carrier category
- online resource
- Carrier category code
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
- txt
- Content type MARC source
- rdacontent
- Contents
-
- Introduction
- 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.
- The Schisms of Game Studies
- 1.
- 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
- What is a Game? Systematic and Historical Approaches
- Story
- Aesthetics
- Technology
- Transmedia
- 5.
- Perspectives of Research 2: Serious Games
- Mechanics, Story, Aesthetics, Technology, Transmedia
- Gamification
- Opposition to Industrialism
- Epilog
- Attempts at Systematic Definitions
- Academization and Aesthetic Production
- The 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
- 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
- Machine generated contents note:
- 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
- Playing, Making, Thinking Games
- Procedurality
- 4.
- Hyperepic Turn (since the 1970s)
- Game Economics
- From Mainframe and Arcade Games to Console and PC Games
- The Innovative Genre of Text-Adventures
- The Evolution of Audiovisual Storytelling
- The Hyperepic
- 5.
- Hyperrealistic Turn (since the 1990s)
- Playing---Games
- Digital Technology
- From the Model of the Novel to the Model of the Film
- Hyperrealism
- Authenticity and Operativity
- The Innovative Genre of the First-Person Shooter
- 6.
- The Double Alterity of Digital Games
- The Evolution of Games into an Audiovisual Medium
- Digital Games vs. Analog Games and Linear Audiovisions
- The Defining Medium of Digital Culture
- Making Games---Game Design
- 7.
- A Look Ahead: Hyperimmersive Turn?
- The Evolution of Digital Games
- Lifelike Agency in Games
- Utopia Holodeck
- Gamelike Agency in Real Life
- Potential for Hyperimmersive Turn
- Intermezzo: Game // Film
- Introduction
- 1.
- Thinking Games---Game Studies
- Game and Film
- Competition
- Collaboration
- Convergence
- 2.
- Audiovisual Rivalries
- Media History
- Media Theory
- 3.
- Modes of Audiovisual Storytelling
- Acknowledgments
- 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.
- I.
- Analog Design
- The Evolution of Industrial Design Practices
- The Evolution of Industrial Design Thinking
- 2.
- Digital Design
- The Digitalization of Design Practice
- The Digitalization of Design Thinking
- 3.
- A Short History of Game Design
- The First 40 Years
- Games
- Present and Future
- 4.
- Areas of Game Design
- The Role of the Game Designer
- Triad, Tetrad, and the Function of Narration
- 5.
- Practices of Game Design
- The Process of Game Development
- The Principle of Worldbuilding
- Authorship in Game Design
- Control code
- ocn936117897
- Dimensions
- unknown
- Extent
- 1 online resource (290 pages)
- File format
- unknown
- Form of item
- online
- Isbn
- 9783839429839
- Isbn Type
- (electronic book)
- Level of compression
- unknown
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
- c
- Quality assurance targets
- not applicable
- Reformatting quality
- unknown
- Sound
- unknown sound
- Specific material designation
- remote
- System control number
- (OCoLC)936117897
- Label
- Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource)
- Antecedent source
- unknown
- Bibliography note
- Includes bibliographical references
- Carrier category
- online resource
- Carrier category code
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
- txt
- Content type MARC source
- rdacontent
- Contents
-
- Introduction
- 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.
- The Schisms of Game Studies
- 1.
- 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
- What is a Game? Systematic and Historical Approaches
- Story
- Aesthetics
- Technology
- Transmedia
- 5.
- Perspectives of Research 2: Serious Games
- Mechanics, Story, Aesthetics, Technology, Transmedia
- Gamification
- Opposition to Industrialism
- Epilog
- Attempts at Systematic Definitions
- Academization and Aesthetic Production
- The 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
- 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
- Machine generated contents note:
- 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
- Playing, Making, Thinking Games
- Procedurality
- 4.
- Hyperepic Turn (since the 1970s)
- Game Economics
- From Mainframe and Arcade Games to Console and PC Games
- The Innovative Genre of Text-Adventures
- The Evolution of Audiovisual Storytelling
- The Hyperepic
- 5.
- Hyperrealistic Turn (since the 1990s)
- Playing---Games
- Digital Technology
- From the Model of the Novel to the Model of the Film
- Hyperrealism
- Authenticity and Operativity
- The Innovative Genre of the First-Person Shooter
- 6.
- The Double Alterity of Digital Games
- The Evolution of Games into an Audiovisual Medium
- Digital Games vs. Analog Games and Linear Audiovisions
- The Defining Medium of Digital Culture
- Making Games---Game Design
- 7.
- A Look Ahead: Hyperimmersive Turn?
- The Evolution of Digital Games
- Lifelike Agency in Games
- Utopia Holodeck
- Gamelike Agency in Real Life
- Potential for Hyperimmersive Turn
- Intermezzo: Game // Film
- Introduction
- 1.
- Thinking Games---Game Studies
- Game and Film
- Competition
- Collaboration
- Convergence
- 2.
- Audiovisual Rivalries
- Media History
- Media Theory
- 3.
- Modes of Audiovisual Storytelling
- Acknowledgments
- 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.
- I.
- Analog Design
- The Evolution of Industrial Design Practices
- The Evolution of Industrial Design Thinking
- 2.
- Digital Design
- The Digitalization of Design Practice
- The Digitalization of Design Thinking
- 3.
- A Short History of Game Design
- The First 40 Years
- Games
- Present and Future
- 4.
- Areas of Game Design
- The Role of the Game Designer
- Triad, Tetrad, and the Function of Narration
- 5.
- Practices of Game Design
- The Process of Game Development
- The Principle of Worldbuilding
- Authorship in Game Design
- Control code
- ocn936117897
- Dimensions
- unknown
- Extent
- 1 online resource (290 pages)
- File format
- unknown
- Form of item
- online
- Isbn
- 9783839429839
- Isbn Type
- (electronic book)
- Level of compression
- unknown
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
- c
- Quality assurance targets
- not applicable
- Reformatting quality
- unknown
- Sound
- unknown sound
- Specific material designation
- remote
- System control number
- (OCoLC)936117897
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.massey.ac.nz/portal/Games--game-design--game-studies--an/24bdRUqO6ZM/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.massey.ac.nz/portal/Games--game-design--game-studies--an/24bdRUqO6ZM/">Games / game design / game studies : an introduction, Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman, (electronic resource)</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.massey.ac.nz/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.massey.ac.nz/">Massey University Library, University of New Zealand</a></span></span></span></span></div>