5 Ibid.
6 Ibid.
7 Ibid.
8 Ibid.
9 Compare for this in more detail below p. hereff.
10 Compare below chapter II, part 2 Digital Design, p hereff.
11 See Chaplin, Heather: “Will The 21st Century Be Defined By Games?,” Kotaku, September 12, 2013; http://www.kotaku.com.au/2013/09/will-the-21st-century-be-defined-by-games/
12 Luhmann, Niklas. The Reality of the Mass Media, Stanford, Calif.: Stanford University Press 2000, p. 97.
13 Wardrip-Fruin, Noah: Expressive Processing: Digital Fictions, Computer Games, and Software Studies, Cambridge, MA: The MIT Press 2009, p. 19.
14 For the term “audiovisions” see Zielinski, Siegfried: Audiovisions: Cinema and Television as Entr’actes in History, Amsterdam: Amsterdam University Press 1999: “Audiovision has become an amalgam of many media communication forms that used to be separate and is thus, for the interim, the fulfillment of that project to occupy the minds and hearts with culture-industrial commodities, which was begun in the nineteenth century.” (p. 14) Zielinsky distinguishes four “dispositif arrangements” that exist so far: (1) the mostly pre-cinematic “production of illusions of motion in space with the aid of a heterogeneous ensemble of picture machines”; (2) cinema; (3) television; (4) digital “audiovisions, as a complex construction kit of machines, storage devices, and programmes for the reproduction, simulation, and blending of what can be seen and heard …” (p. 19).
15 N. N.: “Global Revenues of the Video Game Industry from 2003 to 2014,” http://www.statista.com/statistics/269744/global-revenues-of-the-video-game-industry-since-2003/, as of Aug 6, 2015.
16 N. N.: “Top 100 Countries by Game Revenues,” http://www.newzoo.com/free/rankings/top-100-countries-by-game-revenues/
17 N. N.: “Hintergrund: Computer- und Videospiele in Deutschland: Kreativbranche mit Wachstum- und Innovationspotential,” BIU—Bundesverband Interaktive Unterhaltungssoftware, 2014; http://www.biu-online.de/de/presse/newsroom/themendossier-computer-und-videospiele-in-deutschland.html; Quillen, Dustin: “Canada Overtakes U.K. as Third Largest Game Maker. Canada now sits behind the U.S. and Japan in the ranks of top game developing nations,” 1Up.com, April 6, 2010; http://www.1up.com/news/canada-overtakes-largest-game-maker.—This situation is somewhat similar to the film business where Anglo-Saxon productions dominate the global market as well: In 2013, Hollywood film productions “held a share of nearly 70% of the EU market, while European productions represented only 26%.” (European Parliament Think Tank: “An Overview of Europe’s Film Industry,” December 16, 2014; http://www.europarl.europa.eu/thinktank/en/document.html?reference=EPRS_BRI(2014)—In 2014, German movies had a German market share of only 26.7 percent. (N. N., “The German Film Scene Production – Subsidies – Contacts A Comprehensive Overview,” June 25, 2015; http://www.german-films.de/fileadmin/mediapool/pdf/Marktanalyse/THE_GERMAN_FILM_SCENE_2014_25June2015.pdf)
18 Corliss, Richard: “Prisoners Wins the Weekend, but It’s No ‘Grand Theft Auto V’,” Time, September 22, 2013; http://entertainment.time.com/2013/09/22/prisoners-wins-the-weekend-but-its-no-grand-theft-auto-v/
19 N. N.: “USA Yearly Chart: The Year's Top-Selling Game at Retail Ranked by Unit Sales—2013,” VGChartz 2014; http://www.vgchartz.com/yearly/2013/USA/
20 N. N.: “Germany Yearly Chart: The Year’s Top-Selling Game at Retail Ranked by Unit Sales—2013,” VGChartz 2014; http://www.vgchartz.com/yearly/2013/Germany/
21 ESA, Entertainment Software Association: “Essential Facts about the Computer and Video Game Industry 2013,” April 2014, p. 12 http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf
22 Illek, Christian P.: “Gaming in Deutschland,” Bitkom, August 13, 2013; http://www.bitkom.org/files/documents/BITKOM_Praesentation_Gaming_PK_130813(1).pdf
23 ESA: “Essential Facts about the Computer and Video Game Industry 2013,” p. 5; Illek: “Gaming in Deutschland.”
24 ESA: “Essential Facts about the Computer and Video Game Industry 2013,” pp. 2-3.
25 N. N.: “Infographic: The German Games Market,” Newzoo: Games Market Research, January 6, 2014; http://www.newzoo.com/infographics/infographic-german-games-market/
26 BIU, Bundesverband Interaktive Unterhaltungssoftware: “Altersverteilung,” 2014; http://www.biu-online.de/de/fakten/reichweiten/altersverteilung.html