Читать книгу Games | Game Design | Game Studies - Gundolf S. Freyermuth - Страница 5
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PROLOG
PLAYING, MAKING, THINKING GAMES |
Playing—Games | Making Games—Game Design | Thinking Games—Game Studies | Acknowledgments
I GAMES
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 |