Coverart for item
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)

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
Creator
Subject
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
Member of
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)
Instantiates
Publication
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)
Publication
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

Library Locations

    • InternetBorrow it
      Albany, Auckland, 0632, NZ
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