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Games | Game Design | Game Studies: An Introduction [Mīkstie vāki]

  • Formāts: Paperback / softback, 296 pages, height x width x depth: 23x15x2 mm, weight: 992 g
  • Sērija : Cultural and Media Studies
  • Izdošanas datums: 27-Oct-2015
  • Izdevniecība: Transcript Verlag
  • ISBN-10: 383762983X
  • ISBN-13: 9783837629835
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  • Cena: 31,02 €
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  • Formāts: Paperback / softback, 296 pages, height x width x depth: 23x15x2 mm, weight: 992 g
  • Sērija : Cultural and Media Studies
  • Izdošanas datums: 27-Oct-2015
  • Izdevniecība: Transcript Verlag
  • ISBN-10: 383762983X
  • ISBN-13: 9783837629835
Citas grāmatas par šo tēmu:
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.
Prolog
Playing, Making, Thinking Games
Playing---Games
Making Games---Game Design
Thinking Games---Game Studies
Acknowledgments
11(22)
I Games
Introduction
33(2)
1 What is a Game? Systematic and Historical Approaches
Attempts at Systematic Definitions
Failure of Systematic Definitions
Historical Definition: The Alterity of Digital Games
35(8)
2 Games in the Modern Era. A Short Media History
Games
Primary, Secondary, and Tertiary Mediality
Case Study: Soccer---A Game's Journey Through Medialities
Quaternary Mediality: From Spectator to Player
43(16)
3 Procedural Turn (since the 1950s)
Quadruplicate Origin of Digital Games
Digital Technology
Artificial Intelligence
Flight Simulation
Virtualization of Analog Games
Playful Use of Digital Technology
Procedurality
59(10)
4 Hyperepic Turn (since the 1970s)
Game Economics
From Mainframe and Arcade Games to Console and PC Games
The Innovative Genre of Text-Adventures
The Evolution of Audiovisual Storytelling
The Hyperepic
69(12)
5 Hyperrealistic Turn (since the 1990s)
Digital Technology
From the Model of the Novel to the Model of the Film
Hyperrealism
Authenticity and Operativity
The Innovative Genre of the First-Person Shooter
81(10)
6 The Double Alterity of Digital Games
The Evolution of Games into an Audiovisual Medium
Digital Games vs. Analog Games and Linear Audiovisions
The Defining Medium of Digital Culture
91(6)
7 A Look Ahead: Hyperimmersive Turn?
The Evolution of Digital Games
Lifelike Agency in Games
Utopia Holodeck
Gamelike Agency in Real Life
Potential for Hyperimmersive Turn
97(14)
Intermezzo: Game // Film
Introduction
111(4)
1 Game and Film
Competition
Collaboration
Convergence
115(10)
2 Audiovisual Rivalries
Media History
Media Theory
125(6)
3 Modes of Audiovisual Storytelling
Storytelling in Space and Time
Pre-Industrial Audiovisions: Theater
Industrial Audiovisions: Film and Television
Digital Audiovisions: Games
Complementarity
Summary: The Four Cs
131(12)
II Game Design
Introduction
143(4)
1 Analog Design
The Evolution of Industrial Design Practices
The Evolution of Industrial Design Thinking
147(6)
2 Digital Design
The Digitalization of Design Practice
The Digitalization of Design Thinking
153(8)
3 A Short History of Game Design
The First 40 Years
Present and Future
161(4)
4 Areas of Game Design
The Role of the Game Designer
Triad, Tetrad, and the Function of Narration
165(6)
5 Practices of Game Design
The Process of Game Development
The Principle of Worldbuilding
Authorship in Game Design
Don't Follow These Rules! A Primer for Playtesting by Nathalie Pozzi and Eric Zimmerman
171(16)
III Game Studies
Introduction
187(4)
1 Theories of Analog Games vs. Theories of Digital Games
Pre-Industrial Theories of Playing and Games
Industrial Theories of Playing and Games
191(10)
2 The Schisms of Game Studies
Sedimentative Approaches: Game Design Theories
Exaptative Approaches 1: Theories from Social Sciences
Exaptative Approaches 2: Theories from the Humanities
201(8)
3 Desideratum: Overcoming the Schisms
Longing for Synthesis
Adaptative Approaches
209(8)
4 Perspectives of Research 1: Digital Games
Mechanics
Story
Aesthetics
Technology
Transmedia
217(8)
5 Perspectives of Research 2: Serious Games
Mechanics, Story, Aesthetics, Technology, Transmedia
Gamification
Opposition to Industrialism
225(10)
Epilog
Academization and Aesthetic Production
The Cultural Rise of Games
Game Studies and Digital Game Design Education in Germany
International Higher Game Design Education: Six Examples from Five Countries by Andre Czauderna
Structure of an Undergraduate Program for Game Design
Consequences of Academization
235(28)
Sources 263
Gundolf S. Freyermuth (Prof. Dr. phil.) is Professor of Media and Game Studies and founding co-director at the Cologne Game Lab of TH Koeln-University of Technology, Arts and Sciences, as well as Professor of Comparative Media Studies at the ifs international film school of Cologne.

André Czauderna ist wissenschaftlicher Mitarbeiter am Cologne Game Lab der TH Köln, wo er u.a. für das Management und die Weiterentwicklung der Studiengänge BA und MA Digital Games zuständig ist. Außerdem unterrichtet er Media and Game Studies und forscht zu Lernprozessen in Strategie- und Managementspielen, Gaming Affinity Spaces und hochschulischer Games-Ausbildung. Er promovierte in Erziehungswissenschaft an der Johannes Gutenberg-Universität Mainz.