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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Table of 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
- 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