href="#ulink_0b9257fd-3d40-5774-84c1-6d1323f0d612">13 The 1951 presented Nimrod-Computer defeated headline-grabbing German Secretary of Commerce, and later Federal Chancellor, Ludwig Erhard.
14 Cited from Donovan: Replay, loc. 136.
15 See Campbell-Kelly et al.: Computer, p. 157ff.
16 See Rolfe, J. M./Staples, K. J.: Flight Simulation, Cambridge [Cambridgeshire]; New York: Cambridge University Press 1986, p. 234.: “The Mercury, Gemini and Apollo missions were supported by a wide variety of training simulators.”
17 See Campbell-Kelly/Aspray: Computer, p. 249.
18 Guinness Buch der Rekorde, Hamburg: Guinness Verlag GmbH 2001, p. 113. Sales figures from the year 1999 were used.
19 Cited from Donovan: Replay, loc. 1372.—With EASTERN FRONT 1941 (1981) Chris Crawford later wrote Atari’s first War Game, whose conflicts played out in real time.
20 See Egenfeldt-Nielsen et al.: Understanding Video Games, loc. 1812. This has to do with Ralph Baer’s conceptualization of the Magnovox Odyssee.
21 Mäyrä: An Introduction to Game Studies, loc. 811.
22 Ibid., loc. 539.
23 Smith, E. E.: First Lensman, Reading, Pa.: Fantasy Press 1950; Gray Lensman, Reading, Pa.,: Fantasy Press 1951; Second Stage Lensmen, Reading, Pa.,: Fantasy Press 1953; Children of the Lens, Reading, Pa.,: Fantasy Press 1954.—These novels were originally published in installments between 1934 and 1948.
24 Murray, Janet Horowitz: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, New York: Free Press 1997, p. 274.
25 Bogost, Ian: Persuasive Games: The Expressive Power of Videogames, Cambridge, MA: MIT (Kindle edition) Press 2007, loc. 125.—Bogost himself points out that Janet H. Murray, already in 1996, recognized procedurality as a central characteristic of the digital transmedium, from which its special storytelling capabilities result. See ibid., loc. 119.
26 Ibid., loc. 36.
27 See Lauro, Christina: “MMO Mechanics: Procedural Generation is the Future,” in: Massively by joystiq, February 26, 2014; http://massively.joystiq.com/2014/02/26/mmo-mechanics-procedural-generation-is-the-future/
28 See “Emergent gameplay is usually taken to be situations where a game is played in a way that the game designer did not predict.” (Juul: Half-Real, loc. 837)
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