Prolog |
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Playing, Making, Thinking Games |
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Making Games---Game Design |
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Thinking Games---Game Studies |
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11 | (22) |
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33 | (2) |
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1 What is a Game? Systematic and Historical Approaches |
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Attempts at Systematic Definitions |
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Failure of Systematic Definitions |
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Historical Definition: The Alterity of Digital Games |
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35 | (8) |
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2 Games in the Modern Era. A Short Media History |
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Primary, Secondary, and Tertiary Mediality |
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Case Study: Soccer---A Game's Journey Through Medialities |
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Quaternary Mediality: From Spectator to Player |
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43 | (16) |
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3 Procedural Turn (since the 1950s) |
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Quadruplicate Origin of Digital Games |
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Virtualization of Analog Games |
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Playful Use of Digital Technology |
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59 | (10) |
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4 Hyperepic Turn (since the 1970s) |
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From Mainframe and Arcade Games to Console and PC Games |
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The Innovative Genre of Text-Adventures |
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The Evolution of Audiovisual Storytelling |
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69 | (12) |
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5 Hyperrealistic Turn (since the 1990s) |
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From the Model of the Novel to the Model of the Film |
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Authenticity and Operativity |
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The Innovative Genre of the First-Person Shooter |
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81 | (10) |
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6 The Double Alterity of Digital Games |
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The Evolution of Games into an Audiovisual Medium |
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Digital Games vs. Analog Games and Linear Audiovisions |
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The Defining Medium of Digital Culture |
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91 | (6) |
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7 A Look Ahead: Hyperimmersive Turn? |
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The Evolution of Digital Games |
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Gamelike Agency in Real Life |
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Potential for Hyperimmersive Turn |
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97 | (14) |
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111 | (4) |
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115 | (10) |
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125 | (6) |
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3 Modes of Audiovisual Storytelling |
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Storytelling in Space and Time |
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Pre-Industrial Audiovisions: Theater |
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Industrial Audiovisions: Film and Television |
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Digital Audiovisions: Games |
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131 | (12) |
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143 | (4) |
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The Evolution of Industrial Design Practices |
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The Evolution of Industrial Design Thinking |
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147 | (6) |
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The Digitalization of Design Practice |
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The Digitalization of Design Thinking |
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153 | (8) |
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3 A Short History of Game Design |
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161 | (4) |
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The Role of the Game Designer |
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Triad, Tetrad, and the Function of Narration |
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165 | (6) |
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5 Practices of Game Design |
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The Process of Game Development |
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The Principle of Worldbuilding |
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Authorship in Game Design |
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Don't Follow These Rules! A Primer for Playtesting by Nathalie Pozzi and Eric Zimmerman |
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171 | (16) |
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187 | (4) |
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1 Theories of Analog Games vs. Theories of Digital Games |
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Pre-Industrial Theories of Playing and Games |
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Industrial Theories of Playing and Games |
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191 | (10) |
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2 The Schisms of Game Studies |
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Sedimentative Approaches: Game Design Theories |
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Exaptative Approaches 1: Theories from Social Sciences |
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Exaptative Approaches 2: Theories from the Humanities |
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201 | (8) |
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3 Desideratum: Overcoming the Schisms |
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209 | (8) |
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4 Perspectives of Research 1: Digital Games |
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217 | (8) |
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5 Perspectives of Research 2: Serious Games |
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Mechanics, Story, Aesthetics, Technology, Transmedia |
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Opposition to Industrialism |
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225 | (10) |
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Academization and Aesthetic Production |
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The Cultural Rise of Games |
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Game Studies and Digital Game Design Education in Germany |
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International Higher Game Design Education: Six Examples from Five Countries by Andre Czauderna |
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Structure of an Undergraduate Program for Game Design |
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Consequences of Academization |
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235 | (28) |
Sources |
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