Gundolf S. Freyermuth

Games | Game Design | Game Studies


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Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers, Bild und Bit (Bielefeld: transcript, 2013).

      Introduction

      Overview

      The first part of this introduction provides a theoretically grounded history of digital games and at the same time a historically-oriented theory that tries to determine their relation on one hand to analog games and on the other hand to the linear audiovisions of film and television. In the first chapter, an overview of preceding attempts to define games systematically leads to the insight that such a definition can be achieved only within the concrete historical context of digital games (1 What is a Game? Systematic and Historic Approaches). The second chapter demonstrates, in a short media history of games and playing, the different medial characteristics and qualities of analog and digital games (2 Games in the Modern Era. A Short Media History). Chapters 3 to 5 trace the history of digital games from the middle of the last century until the present. These chapters also outline three fundamental and accumulative steps of development that can be identified as having created the medium of digital games as we know it today (3 Procedural Turn, 4 Hyperepic Turn, 5 Hyperrealistic Turn). Chapter 6 comprises these historical findings through a theoretical assertion of the unique otherness of digital games (6 The Double Alterity of Digital Games) and chapter 7 focuses on possible trends that seem to characterize the near-term development of digital games (7 A Look Ahead: Hyperimmersive Turn?).