Gundolf S. Freyermuth

Games | Game Design | Game Studies


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offline media of film and television or already in online media, they present their audiences a final cut version as a closed work. They reserve, therefore, for themselves and their creative manipulation of software files the inherent interactive possibilities of the transmedium. Game designers, on the other hand, integrate the capability of interacting with particular elements of digital audiovisions through the interface of their games, and furthermore, they often give players control over deeper changes in the game via so-called Mods or modifications.

      Secondly, the integration and drastic escalation of reception methods associated with primary, secondary, and tertiary mediality were attained on the side of the receivers or users. In virtuality, it is possible for the first time to almost arbitrarily choose and switch between other-determined, self-determined, and interactive use of medial artifacts. Thereby it appears that the digital transmedium is ushering in a historical turnaround, or perhaps a reversal, to a mode of thinking in regard to the culturally dominant behavior towards aesthetic artifacts.

      The sweeping immobilization of the audience—in the theater, the museum, the movie theater, in front of radio and television—was, as is generally known, an achievement of industrial culture. Until late in the 19th century, for example, theater auditoriums were not darkened. Contemporary illustrations and descriptions document to what degree the audience, who could see and hear each other and understood attending the theater as a social event, interacted among each other and even with the actors, whether by praising or heckling them. It was Richard Wagner in Bayreuth who first introduced collective tunnel vision from the darkened auditorium toward the stage. For reasons of aesthetic contemplation, his arrangement constituted a proto-cinematic form of reception that the movies would later require for technical reasons.

      With some consequence the phantasmic secular space, in which digital knowledge workers collect their aesthetic experiences, is no longer to be found in material reality but rather in virtuality. There, the process of dematerializing dislocation that began with the movies comes to completion: where on stage human beings of flesh and blood stand, the cinema projects images of light. Online, spectators and actors alike are now also shedding their corporeality in favor of mediated presences by turning into virtual co-players. In this way games profit from the changing nature of work in digital culture. The readiness to be passively entertained over long periods of time is on the decline, while inversely, the readiness for interactive participation is on the rise. Players see the need for making your own decisions that analog and digital games require not as a burden but rather as a pleasure.

      Today we must, therefore, differentiate between games of primary, secondary, tertiary, and quaternary mediality. Games of primary mediality are based on real simulations of reality, those of secondary mediality on symbolic representations of reality, and those of tertiary mediality on tele-auditive or tele-audio­visual participation at real simulations of reality as well as symbolic representations of reality. In contrast, digital games now enable interactive participation not only at virtual, real-time simulations of symbolic representations of reality, but also, most importantly, at virtual, real-time, and hyperrealistic simulations of the imaginary.

      Because of these singular medial characteristics, digital games seem to correspond to the experiences of cultural digitalization more fully than other forms of representation and storytelling: digital games relate to the changing ways of perceiving time and space and to new conceptions of how, under the requirements of digital production and communication, humans have to be and act.

      The three successive developmental pushes in which the new digital medium gained its current characteristics, between the mid-20th and the start of the 21st century, will be presented in the next three chapters.