Gundolf S. Freyermuth

Games | Game Design | Game Studies


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His argument for the “specificity of digital games” focuses particularly on the moment of their dependence on audiovisual technology: “The absolute majority of digital games is based on screens of various kinds.”22

      By adapting the term alterity in order to make what it structurally contains fruitful for the historical theory of media, the first half of my assumption claims that digital games are not something entirely different from analog games, but rather that digital games are the specific other of analog games. As a medium, digital games form themselves through their indispensable intermedial relation to the medium of analog games. Only through this experience of alterity were digital games able to find their identity over the course of several decades. The second half of my assumption claims the same relationship—the dichotomous relationship of identity and alterity—between digital games and the linear audiovisions of cinema and television: that digital games are neither the same as nor radically different from linear audiovisions, but that digital games are the specific other of linear audiovisions.