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

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

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game of British provinces to a global game that excited all classes and was experienced by the majority of humanity as spectators.

      QUATERNARY MEDIALITY:

      FROM SPECTATOR TO PLAYER

      In the course of digitalization yet another mediality came into being that uses technology on both ends of the communication process, yet has back channels at its disposal—whether this potential for interaction is placed at the user’s disposal or not. For also under the conditions of digital production and distribution the creators of linear audiovisions follow the tradition of film and its artistic prerogatives. Whether they continue to operate in the context of traditional offline media of film and television or already in online media, they present their audiences a final cut version as a closed work. They reserve, therefore, for themselves and their creative manipulation of software files the inherent interactive possibilities of the transmedium. Game designers, on the other hand, integrate the capability of interacting with particular elements of digital audiovisions through the interface of their games, and furthermore, they often give players control over deeper changes in the game via so-called Mods or modifications.

      Secondly, the integration and drastic escalation of reception methods associated with primary, secondary, and tertiary mediality were attained on the side of the receivers or users. In virtuality, it is possible for the first time to almost arbitrarily choose and switch between other-determined, self-determined, and interactive use of medial artifacts. Thereby it appears that the digital transmedium is ushering in a historical turnaround, or perhaps a reversal, to a mode of thinking in regard to the culturally dominant behavior towards aesthetic artifacts.

      The sweeping immobilization of the audience—in the theater, the museum, the movie theater, in front of radio and television—was, as is generally known, an achievement of industrial culture. Until late in the 19th century, for example, theater auditoriums were not darkened. Contemporary illustrations and descriptions document to what degree the audience, who could see and hear each other and understood attending the theater as a social event, interacted among each other and even with the actors, whether by praising or heckling them. It was Richard Wagner in Bayreuth who first introduced collective tunnel vision from the darkened auditorium toward the stage. For reasons of aesthetic contemplation, his arrangement constituted a proto-cinematic form of reception that the movies would later require for technical reasons.

      With some consequence the phantasmic secular space, in which

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