Читать книгу Games | Game Design | Game Studies - Gundolf S. Freyermuth - Страница 5

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Contents

PROLOG

PLAYING, MAKING, THINKING GAMES |

Playing—Games | Making Games—Game Design | Thinking Games—Game Studies | Acknowledgments

I GAMES

INTRODUCTION |

1 WHAT IS A GAME? SYSTEMATIC AND HISTORICAL APPROACHES |

Attempts at Systematic Definitions | Failure of Systematic Definitions | Historical Definition: The Alterity of Digital Games

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

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

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

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

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

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

INTERMEZZO: GAME // FILM

INTRODUCTION |

1 GAME AND FILM |

Competition | Collaboration | Convergence

2 AUDIOVISUAL RIVALRIES |

Media History | Media Theory

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

II GAME DESIGN

INTRODUCTION |

1 ANALOG DESIGN |

The Evolution of Industrial Design Practices | The Evolution of Industrial Design Thinking

2 DIGITAL DESIGN |

The Digitalization of Design Practice | The Digitalization of Design Thinking

3 A SHORT HISTORY OF GAME DESIGN |

The First 40 Years | Present and Future

4 AREAS OF GAME DESIGN |

The Role of the Game Designer | Triad, Tetrad, and the Function of Narration

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

III GAME STUDIES

INTRODUCTION |

1 THEORIES OF ANALOG GAMES VS. THEORIES OF DIGITAL GAMES |

Pre-Industrial Theories of Playing and Games | Industrial Theories of Playing and Games

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

3 DESIDERATUM: OVERCOMING THE SCHISMS |

Longing for Synthesis | Adaptative Approaches

4 PERSPECTIVES OF RESEARCH 1: DIGITAL GAMES |

Mechanics | Story | Aesthetics | Technology | Transmedia

5 PERSPECTIVES OF RESEARCH 2: SERIOUS GAMES |

Mechanics, Story, Aesthetics, Technology, Transmedia | Gamification | Opposition to Industrialism

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 André Czauderna | Structure of an Undergraduate Program for Game Design | Consequences of Academization

SOURCES |

Games | Game Design | Game Studies

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