Games | Game Design | Game Studies
An Introduction
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?
Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's 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.
With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.
Kapitel-Übersicht
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Frontmatter
Seiten 1 - 4 -
Contents
Seiten 5 - 8 -
Prolog
Playing, Making, Thinking Games
Seiten 11 - 30 -
I. Games
Introduction
Seiten 33 - 34 -
1. What is a Game? Systematic and Historical Approaches
Seiten 35 - 42 -
2. Games in the Modern Era. A Short Media History
Seiten 43 - 58 -
3. Procedural Turn (since the 1950s)
Seiten 59 - 68 -
4. Hyperepic Turn (since the 1970s)
Seiten 69 - 80 -
5. Hyperrealistic Turn (since the 1990s) At
Seiten 81 - 90 -
6. The Double Alterity of Digital Games
Seiten 91 - 96 -
7. A Look Ahead: Hyperimmersive Turn?
Seiten 97 - 108 -
Intermezzo: Game // Film
Introduction
Seiten 111 - 114 -
1. Game and Film
Seiten 115 - 124 -
2. Audiovisual Rivalries
Seiten 125 - 130 -
3. Modes of Audiovisual Storytelling
Seiten 131 - 140 -
II. Game Design
Introduction
Seiten 143 - 146 -
1. Analog Design
Seiten 147 - 152 -
2. Digital Design
Seiten 153 - 160 -
3. A Short History of Game Design
Seiten 161 - 164 -
4. Areas of Games Design
Seiten 165 - 170 -
5. Practices of Game Design
Seiten 171 - 184 -
III. Game Studies
Introduction
Seiten 187 - 190 -
1. Theories of Analog Games vs. Theories of Digital Games
Seiten 191 - 200 -
2. The Schisms of Game Studies
Seiten 201 - 208 -
3. Desideratum: Overcoming the Schisms
Seiten 209 - 216 -
4. Perspectives of Research 1: Digital Games
Seiten 217 - 224 -
5. Perspectives of Research 2: Serious Games
Seiten 225 - 232 -
Epilog
Academization and Aesthetic Production
Seiten 235 - 262 -
Sources
Seiten 263 - 290
27. Oktober 2015, 296 Seiten
ISBN: 978-3-8376-2983-5
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