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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Place / Publishing House: | Bielefeld : : transcript Verlag, , [2015] ©2015 |
Year of Publication: | 2015 |
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Language: | English |
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Freyermuth, Gundolf S., author. aut http://id.loc.gov/vocabulary/relators/aut Games | Game Design | Game Studies : An Introduction / Gundolf S. Freyermuth. 1. Aufl. Bielefeld : transcript Verlag, [2015] ©2015 1 online resource (296 p.) text txt rdacontent computer c rdamedia online resource cr rdacarrier text file PDF rda Edition Medienwissenschaft ; 20 Frontmatter -- Contents -- Prolog -- Playing, Making, Thinking Games -- I. Games -- Introduction -- 1. What is a Game? Systematic and Historical Approaches -- 2. Games in the Modern Era. A Short Media History -- 3. Procedural Turn (since the 1950s) -- 4. Hyperepic Turn (since the 1970s) -- 5. Hyperrealistic Turn (since the 1990s) At -- 6. The Double Alterity of Digital Games -- 7. A Look Ahead: Hyperimmersive Turn? -- Intermezzo: Game // Film -- Introduction -- 1. Game and Film -- 2. Audiovisual Rivalries -- 3. Modes of Audiovisual Storytelling -- II. Game Design -- Introduction -- 1. Analog Design -- 2. Digital Design -- 3. A Short History of Game Design -- 4. Areas of Games Design -- 5. Practices of Game Design -- III. Game Studies -- Introduction -- 1. Theories of Analog Games vs. Theories of Digital Games -- 2. The Schisms of Game Studies -- 3. Desideratum: Overcoming the Schisms -- 4. Perspectives of Research 1: Digital Games -- 5. Perspectives of Research 2: Serious Games -- Epilog -- Academization and Aesthetic Production -- Sources restricted access http://purl.org/coar/access_right/c_16ec online access with authorization star 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. Issued also in print. Mode of access: Internet via World Wide Web. In English. Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Nov 2021) Audio-visuality. Computer Games. Digital Media. Game Design. Game Studies. History of Games. Internet. Media Aesthetics. Media Studies. Media. SOCIAL SCIENCE / Media Studies. bisacsh Media Theory. Czauderna, André. Pozzi, Nathalie. Zimmerman, Eric. Title is part of eBook package: De Gruyter DG Plus eBook-Package 2015 9783110700985 Title is part of eBook package: De Gruyter EBOOK PACKAGE COMPLETE 2015 9783110439687 ZDB-23-DGG Title is part of eBook package: De Gruyter EBOOK PACKAGE Social Sciences 2015 9783110438741 ZDB-23-DSW Title is part of eBook package: De Gruyter transcript Complete eBook Package 2014-2016 9783110489842 ZDB-23-TGP Title is part of eBook package: De Gruyter transcript English Backlist eBook-Package 2000-2015 9783110661552 print 9783837629835 https://doi.org/10.1515/9783839429839?locatt=mode:legacy https://www.degruyter.com/isbn/9783839429839 Cover https://www.degruyter.com/document/cover/isbn/9783839429839/original |
language |
English |
format |
eBook |
author |
Freyermuth, Gundolf S., Freyermuth, Gundolf S., |
spellingShingle |
Freyermuth, Gundolf S., Freyermuth, Gundolf S., Games | Game Design | Game Studies : An Introduction / Edition Medienwissenschaft ; Frontmatter -- Contents -- Prolog -- Playing, Making, Thinking Games -- I. Games -- Introduction -- 1. What is a Game? Systematic and Historical Approaches -- 2. Games in the Modern Era. A Short Media History -- 3. Procedural Turn (since the 1950s) -- 4. Hyperepic Turn (since the 1970s) -- 5. Hyperrealistic Turn (since the 1990s) At -- 6. The Double Alterity of Digital Games -- 7. A Look Ahead: Hyperimmersive Turn? -- Intermezzo: Game // Film -- 1. Game and Film -- 2. Audiovisual Rivalries -- 3. Modes of Audiovisual Storytelling -- II. Game Design -- 1. Analog Design -- 2. Digital Design -- 3. A Short History of Game Design -- 4. Areas of Games Design -- 5. Practices of Game Design -- III. Game Studies -- 1. Theories of Analog Games vs. Theories of Digital Games -- 2. The Schisms of Game Studies -- 3. Desideratum: Overcoming the Schisms -- 4. Perspectives of Research 1: Digital Games -- 5. Perspectives of Research 2: Serious Games -- Epilog -- Academization and Aesthetic Production -- Sources |
author_facet |
Freyermuth, Gundolf S., Freyermuth, Gundolf S., Czauderna, André. Pozzi, Nathalie. Zimmerman, Eric. |
author_variant |
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author_role |
VerfasserIn VerfasserIn |
author2 |
Czauderna, André. Pozzi, Nathalie. Zimmerman, Eric. |
author2_variant |
a c ac n p np e z ez |
author2_role |
TeilnehmendeR TeilnehmendeR TeilnehmendeR |
author_sort |
Freyermuth, Gundolf S., |
title |
Games | Game Design | Game Studies : An Introduction / |
title_sub |
An Introduction / |
title_full |
Games | Game Design | Game Studies : An Introduction / Gundolf S. Freyermuth. |
title_fullStr |
Games | Game Design | Game Studies : An Introduction / Gundolf S. Freyermuth. |
title_full_unstemmed |
Games | Game Design | Game Studies : An Introduction / Gundolf S. Freyermuth. |
title_auth |
Games | Game Design | Game Studies : An Introduction / |
title_alt |
Frontmatter -- Contents -- Prolog -- Playing, Making, Thinking Games -- I. Games -- Introduction -- 1. What is a Game? Systematic and Historical Approaches -- 2. Games in the Modern Era. A Short Media History -- 3. Procedural Turn (since the 1950s) -- 4. Hyperepic Turn (since the 1970s) -- 5. Hyperrealistic Turn (since the 1990s) At -- 6. The Double Alterity of Digital Games -- 7. A Look Ahead: Hyperimmersive Turn? -- Intermezzo: Game // Film -- 1. Game and Film -- 2. Audiovisual Rivalries -- 3. Modes of Audiovisual Storytelling -- II. Game Design -- 1. Analog Design -- 2. Digital Design -- 3. A Short History of Game Design -- 4. Areas of Games Design -- 5. Practices of Game Design -- III. Game Studies -- 1. Theories of Analog Games vs. Theories of Digital Games -- 2. The Schisms of Game Studies -- 3. Desideratum: Overcoming the Schisms -- 4. Perspectives of Research 1: Digital Games -- 5. Perspectives of Research 2: Serious Games -- Epilog -- Academization and Aesthetic Production -- Sources |
title_new |
Games | Game Design | Game Studies : |
title_sort |
games | game design | game studies : an introduction / |
series |
Edition Medienwissenschaft ; |
series2 |
Edition Medienwissenschaft ; |
publisher |
transcript Verlag, |
publishDate |
2015 |
physical |
1 online resource (296 p.) Issued also in print. |
edition |
1. Aufl. |
contents |
Frontmatter -- Contents -- Prolog -- Playing, Making, Thinking Games -- I. Games -- Introduction -- 1. What is a Game? Systematic and Historical Approaches -- 2. Games in the Modern Era. A Short Media History -- 3. Procedural Turn (since the 1950s) -- 4. Hyperepic Turn (since the 1970s) -- 5. Hyperrealistic Turn (since the 1990s) At -- 6. The Double Alterity of Digital Games -- 7. A Look Ahead: Hyperimmersive Turn? -- Intermezzo: Game // Film -- 1. Game and Film -- 2. Audiovisual Rivalries -- 3. Modes of Audiovisual Storytelling -- II. Game Design -- 1. Analog Design -- 2. Digital Design -- 3. A Short History of Game Design -- 4. Areas of Games Design -- 5. Practices of Game Design -- III. Game Studies -- 1. Theories of Analog Games vs. Theories of Digital Games -- 2. The Schisms of Game Studies -- 3. Desideratum: Overcoming the Schisms -- 4. Perspectives of Research 1: Digital Games -- 5. Perspectives of Research 2: Serious Games -- Epilog -- Academization and Aesthetic Production -- Sources |
isbn |
9783839429839 9783110700985 9783110439687 9783110438741 9783110489842 9783110661552 9783837629835 |
url |
https://doi.org/10.1515/9783839429839?locatt=mode:legacy https://www.degruyter.com/isbn/9783839429839 https://www.degruyter.com/document/cover/isbn/9783839429839/original |
illustrated |
Not Illustrated |
doi_str_mv |
10.1515/9783839429839?locatt=mode:legacy |
oclc_num |
979892156 |
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