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

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

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of tertiary mediality, such as radio and television broadcasts of sporting events or quiz shows are based on a medial representation and adaptation of games of primary and secondary mediality, i.e., they allow for tele-audio­visual participation—mostly passive and remote—in edited simulations of reality as well as edited symbolic representations of reality.

      The role of players and that of the audience differ radically across medialities: games of primary and secondary mediality allow players, as well as physically present observers, to engage in interactions that are partly self-determined and partly determined by others, whereas the proportional relation between audience and players remained relatively equal through the early 20th century. Games of tertiary mediality, on the other hand, do not only lead to an audience of millions watching a few players, they also subjugate the tiny minority of players to diverse medial regimes—from the selection of which sporting event to broadcast all the way to the live direction of several cameras and their perspectives through which every “real” game play is audiovisually fragmented and distorted.

      CASE STUDY:

      SOCCER—A GAME’S JOURNEY THROUGH MEDIALITIES

      The preference to play ball games not with one’s hands but rather with one’s feet originated in prehistoric times as well as antiquity and continued through modern European times via Celtic cultures, as they maintained some independence from the Christian, game-hostile Middle Ages:

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