Games | Game Design | Game Studies : : An Introduction / / Gundolf S. Freyermuth.

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 fundame...

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Superior document:Title is part of eBook package: De Gruyter DG Plus eBook-Package 2015
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Place / Publishing House:Bielefeld : : transcript Verlag, , [2015]
©2015
Year of Publication:2015
Edition:1. Aufl.
Language:English
Series:Edition Medienwissenschaft ; 20
Online Access:
Physical Description:1 online resource (296 p.)
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245 1 0 |a Games | Game Design | Game Studies :  |b An Introduction /  |c Gundolf S. Freyermuth. 
250 |a 1. Aufl. 
264 1 |a Bielefeld :   |b transcript Verlag,   |c [2015] 
264 4 |c ©2015 
300 |a 1 online resource (296 p.) 
336 |a text  |b txt  |2 rdacontent 
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505 0 0 |t Frontmatter --   |t Contents --   |t Prolog --   |t Playing, Making, Thinking Games --   |t I. Games --   |t Introduction --   |t 1. What is a Game? Systematic and Historical Approaches --   |t 2. Games in the Modern Era. A Short Media History --   |t 3. Procedural Turn (since the 1950s) --   |t 4. Hyperepic Turn (since the 1970s) --   |t 5. Hyperrealistic Turn (since the 1990s) At --   |t 6. The Double Alterity of Digital Games --   |t 7. A Look Ahead: Hyperimmersive Turn? --   |t Intermezzo: Game // Film --   |t Introduction --   |t 1. Game and Film --   |t 2. Audiovisual Rivalries --   |t 3. Modes of Audiovisual Storytelling --   |t II. Game Design --   |t Introduction --   |t 1. Analog Design --   |t 2. Digital Design --   |t 3. A Short History of Game Design --   |t 4. Areas of Games Design --   |t 5. Practices of Game Design --   |t III. Game Studies --   |t Introduction --   |t 1. Theories of Analog Games vs. Theories of Digital Games --   |t 2. The Schisms of Game Studies --   |t 3. Desideratum: Overcoming the Schisms --   |t 4. Perspectives of Research 1: Digital Games --   |t 5. Perspectives of Research 2: Serious Games --   |t Epilog --   |t Academization and Aesthetic Production --   |t Sources 
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520 |a 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. 
530 |a Issued also in print. 
538 |a Mode of access: Internet via World Wide Web. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Nov 2021) 
650 4 |a Audio-visuality. 
650 4 |a Computer Games. 
650 4 |a Digital Media. 
650 4 |a Game Design. 
650 4 |a Game Studies. 
650 4 |a History of Games. 
650 4 |a Internet. 
650 4 |a Media Aesthetics. 
650 4 |a Media Studies. 
650 4 |a Media. 
650 7 |a SOCIAL SCIENCE / Media Studies.  |2 bisacsh 
653 |a Audio-visuality. 
653 |a Computer Games. 
653 |a Digital Media. 
653 |a Game Design. 
653 |a Game Studies. 
653 |a History of Games. 
653 |a Internet. 
653 |a Media Studies. 
653 |a Media Theory. 
653 |a Media. 
700 1 |a Czauderna, André. 
700 1 |a Pozzi, Nathalie. 
700 1 |a Zimmerman, Eric. 
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