Games | Game Design | Game Studies. Gundolf S. Freyermuth

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Games | Game Design | Game Studies - Gundolf S. Freyermuth

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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?).

      Parallel to the cultural advancement of digital games, an almost infinite variety of competing and contradictory suggestions have emerged regarding how games—as the object of game design as well as Game Studies—should be defined.

      ATTEMPTS AT SYSTEMATIC DEFINITIONS

      Three notable examples from the area of game design are:

       “A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal.” (Greg Costikyan)1

       “A game is: a closed, formal system, that: Engages players in structured conflict and: Resolves its uncertainty in an unequal outcome.” (Tracy Fullerton)2

       “All games share four defining traits: a goal, rules, a feedback system, and voluntary participation [...] Everything else is an effort to reinforce and enhance these four core elements.” (Jane McGonigal)3

      Comparatively, Jesper Juul approached the problem two years later in Half-Real by distilling his “classic game model” from seven definitions:

      Similarly, Jesse Schell examines diverse definitions in The Art of Game Design and abstracts ten qualities that are assigned to games:

      “Q1. Games are entered willfully.

      Q2. Games have goals.

      Q3. Games have conflict.

      Q4. Games have rules.

      Q5. Games can be won and lost.

      Q6. Games are interactive.

      Q7. Games have challenge.

      Q8. Games can create their own internal value.

      Q9. Games engage players.

      FAILURE OF SYSTEMATIC DEFINITIONS

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