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Games | Game Design | Game Studies
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26 January 2016
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.
Frontmatter 1
Contents 5
Playing, Making, Thinking Games 11
Introduction 33
1. What is a Game? Systematic and Historical Approaches 35
2. Games in the Modern Era. A Short Media History 43
3. Procedural Turn (since the 1950s) 59
4. Hyperepic Turn (since the 1970s) 69
5. Hyperrealistic Turn (since the 1990s) At 81
6. The Double Alterity of Digital Games 91
7. A Look Ahead: Hyperimmersive Turn? 97
Introduction 111
1. Game and Film 115
2. Audiovisual Rivalries 125
3. Modes of Audiovisual Storytelling 131
Introduction 143
1. Analog Design 147
2. Digital Design 153
3. A Short History of Game Design 161
4. Areas of Games Design 165
5. Practices of Game Design 171
Introduction 187
1. Theories of Analog Games vs. Theories of Digital Games 191
2. The Schisms of Game Studies 201
3. Desideratum: Overcoming the Schisms 209
4. Perspectives of Research 1: Digital Games 217
5. Perspectives of Research 2: Serious Games 225
Academization and Aesthetic Production 235
Sources 263