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JSTOR_ocn936117897 |
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160127s2015 gw ob 000 0 eng d |
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|a 932576339
|a 967524801
|a 1058470859
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|a 9783839429839
|q (electronic bk.)
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|a 3839429838
|q (electronic bk.)
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|a 383762983X
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|a 9783837629835
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|a 9783837629835
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|b 000062466971
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|a DEBSZ
|b 484760939
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|a (OCoLC)936117897
|z (OCoLC)932576339
|z (OCoLC)967524801
|z (OCoLC)1058470859
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|a 22573/ctv36z7vv8
|b JSTOR
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|a GV1469.15
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|a GV
|2 lcco
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|a GAM
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|a 794.8
|2 23
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|a UAMI
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|a Freyermuth, Gundolf S.
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|a Games / game design / game studies :
|b an introduction /
|c Gundolf S. Freyermuth ; with contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman.
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264 |
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|a Bielefeld :
|b Transcript,
|c [2015]
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300 |
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|a 1 online resource (290 pages)
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Edition Medienwissenschaft
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|a Includes bibliographical references.
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|a Print version record.
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|g Machine generated contents note:
|t Playing, Making, Thinking Games --
|t Playing -- Games --
|t Making Games -- Game Design --
|t Thinking Games -- Game Studies --
|t Acknowledgments --
|g I.
|t Games --
|t Introduction --
|g 1.
|t What is a Game? Systematic and Historical Approaches --
|t Attempts at Systematic Definitions --
|t Failure of Systematic Definitions --
|t Historical Definition: The Alterity of Digital Games --
|g 2.
|t Games in the Modern Era. A Short Media History --
|t Games --
|t Primary, Secondary, and Tertiary Mediality --
|t Case Study: Soccer -- A Game's Journey Through Medialities --
|t Quaternary Mediality: From Spectator to Player --
|g 3.
|t Procedural Turn (since the 1950s) --
|t Quadruplicate Origin of Digital Games --
|t Digital Technology --
|t Artificial Intelligence --
|t Flight Simulation --
|t Virtualization of Analog Games --
|t Playful Use of Digital Technology --
|t Procedurality --
|g 4.
|t Hyperepic Turn (since the 1970s) --
|t Game Economics --
|t From Mainframe and Arcade Games to Console and PC Games --
|t Innovative Genre of Text-Adventures --
|t Evolution of Audiovisual Storytelling --
|t Hyperepic --
|g 5.
|t Hyperrealistic Turn (since the 1990s) --
|t Digital Technology --
|t From the Model of the Novel to the Model of the Film --
|t Hyperrealism --
|t Authenticity and Operativity --
|t Innovative Genre of the First-Person Shooter --
|g 6.
|t Double Alterity of Digital Games --
|t Evolution of Games into an Audiovisual Medium --
|t Digital Games vs. Analog Games and Linear Audiovisions --
|t Defining Medium of Digital Culture --
|g 7.
|t Look Ahead: Hyperimmersive Turn? --
|t Evolution of Digital Games --
|t Lifelike Agency in Games --
|t Utopia Holodeck --
|t Gamelike Agency in Real Life --
|t Potential for Hyperimmersive Turn --
|t Intermezzo: Game // Film --
|t Introduction --
|g 1.
|t Game and Film --
|t Competition --
|t Collaboration --
|t Convergence --
|g 2.
|t Audiovisual Rivalries --
|t Media History --
|t Media Theory --
|g 3.
|t Modes of Audiovisual Storytelling --
|t Storytelling in Space and Time --
|t Pre-Industrial Audiovisions: Theater --
|t Industrial Audiovisions: Film and Television --
|t Digital Audiovisions: Games --
|t Complementarity --
|t Summary: The Four Cs --
|g II.
|t Game Design --
|t Introduction --
|g 1.
|t Analog Design --
|t Evolution of Industrial Design Practices --
|t Evolution of Industrial Design Thinking --
|g 2.
|t Digital Design --
|t Digitalization of Design Practice --
|t Digitalization of Design Thinking --
|g 3.
|t Short History of Game Design --
|t First 40 Years --
|t Present and Future --
|g 4.
|t Areas of Game Design --
|t Role of the Game Designer --
|t Triad, Tetrad, and the Function of Narration --
|g 5.
|t Practices of Game Design --
|t Process of Game Development --
|t Principle of Worldbuilding --
|t Authorship in Game Design --
|t Don't Follow These Rules! A Primer for Playtesting by Nathalie Pozzi and Eric Zimmerman --
|g III.
|t Game Studies --
|t Introduction --
|g 1.
|t Theories of Analog Games vs. Theories of Digital Games --
|t Pre-Industrial Theories of Playing and Games --
|t Industrial Theories of Playing and Games --
|g 2.
|t Schisms of Game Studies --
|t Sedimentative Approaches: Game Design Theories --
|t Exaptative Approaches 1: Theories from Social Sciences --
|t Exaptative Approaches 2: Theories from the Humanities --
|g 3.
|t Desideratum: Overcoming the Schisms --
|t Longing for Synthesis --
|t Adaptative Approaches --
|g 4.
|t Perspectives of Research 1: Digital Games --
|t Mechanics --
|t Story --
|t Aesthetics --
|t Technology --
|t Transmedia --
|g 5.
|t Perspectives of Research 2: Serious Games --
|t Mechanics, Story, Aesthetics, Technology, Transmedia --
|t Gamification --
|t Opposition to Industrialism --
|t Epilog --
|t Academization and Aesthetic Production --
|t Cultural Rise of Games --
|t Game Studies and Digital Game Design Education in Germany --
|t International Higher Game Design Education: Six Examples from Five Countries by Andre Czauderna --
|t Structure of an Undergraduate Program for Game Design --
|t Consequences of Academization.
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|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.
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650 |
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|a Computer games.
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|a Digital media.
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|a SOCIAL SCIENCE / Media Studies
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|a Computer games
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|i Print version:
|a Freyermuth, Gundolf S.
|t Games / game design / game studies
|z 9783837629835
|w (OCoLC)930078220
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830 |
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0 |
|a Edition Medienwissenschaft.
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856 |
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|u https://jstor.uam.elogim.com/stable/10.2307/j.ctv371c8ct
|z Texto completo
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