Games | Game Design | Game Studies. Gundolf S. Freyermuth
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3 Juul: Half-Real, loc. 575.
4 Ibid., loc. 580.
5 Turing, Alan: “On Computable Numbers, with an Application to the Entscheidungsproblem,” Proceedings of the London Mathematical Society, ser. 2. vol. 42 (1936-7). http://www.abelard.org/turpap2/tp2-ie.asp
6 Neumann, John von: “First Draft of a Report on the EDVAC,” (1945). http://www.virtualtravelog.net/wp/wp-content/media/2003-08-TheFirstDraft.pdf
7 The term ‘software’ itself was coined 13 years later. See Leonhardt, David: “John Tukey, 85, Statistician; Coined the Word ‘Software’,” The New York Times, July 28, 2000; http://www.nytimes.com/2000/07/28/us/john-tukey-85-statistician-coined-the-word-software.html
8 Shannon, Claude Elwood: “A Mathematical Theory of Communication,” The Bell System Technical Journal Vol. 27, July / October (1948), republished with corrections from The Bell System Technical Journal; http://cm.bell-labs.com/cm/ms/what/shannonday/paper.html.—Even the basic technical invention of digitalization, Bill Shockley’s transistor, dates to 1948. With it began the steady process of performance optimization, miniaturization, and reduction in price, which transformed the computer from large-scale technology—still part of Industrialization—to a private machine for the first time. In this way, the computer developed into a means for individual empowerment.
9 Licklider, J. C. R.: “Man-Computer Symbiosis,” IRE Transactions on Human Factors in Electronics HFE-1 (1960); http://www.memex.org/licklider.pdf
10 See Friedewald, Michael: Der Computer als Werkzeug und Medium: Die geistigen und technischen Wurzeln des Personal Computers, Berlin: GNT-Verlag 1999, p. 16. Also Carlson, David E., “David Carlson's Online Timeline [Carlson's New Media Timeline] (1960 to present). Interactive Media Lab., University of Florida,” (since 1998).
11 See Stone, Allucquere Rosanne.: The War of Desire and Technology at the Close of the Mechanical Age, Cambridge, Mass.: MIT Press 1995, p. 13f.
12 Cited from Donovan: Replay, loc. 112.
13 The 1951 presented Nimrod-Computer defeated headline-grabbing German Secretary of Commerce, and later Federal Chancellor, Ludwig Erhard.
14 Cited from Donovan: Replay, loc. 136.
15 See Campbell-Kelly et al.: Computer, p. 157ff.
16 See Rolfe, J. M./Staples, K. J.: Flight Simulation, Cambridge [Cambridgeshire]; New York: Cambridge University Press 1986, p. 234.: “The Mercury, Gemini and Apollo missions were supported by a wide variety of training simulators.”
17 See Campbell-Kelly/Aspray: Computer, p. 249.
18 Guinness Buch der Rekorde, Hamburg: Guinness Verlag GmbH 2001, p. 113. Sales figures from the year 1999 were used.
19 Cited from Donovan: Replay, loc. 1372.—With EASTERN FRONT 1941 (1981) Chris Crawford later wrote Atari’s first War Game, whose conflicts played out in real time.
20 See Egenfeldt-Nielsen et al.: Understanding Video Games, loc. 1812. This has to do with Ralph Baer’s conceptualization of the Magnovox Odyssee.
21 Mäyrä: An Introduction to Game Studies, loc. 811.
22 Ibid., loc. 539.
23 Smith, E. E.: First Lensman, Reading, Pa.: Fantasy Press 1950; Gray Lensman, Reading, Pa.,: Fantasy Press 1951; Second Stage Lensmen, Reading, Pa.,: Fantasy Press 1953; Children of the Lens, Reading, Pa.,: Fantasy Press 1954.—These novels were originally published in installments between 1934 and 1948.
24 Murray, Janet Horowitz: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, New York: Free Press 1997, p. 274.
25 Bogost, Ian: Persuasive Games: The Expressive Power of Videogames, Cambridge, MA: MIT (Kindle edition) Press 2007, loc. 125.—Bogost himself points out that Janet H. Murray, already in 1996, recognized procedurality as a central characteristic of the digital transmedium, from which its special storytelling capabilities result. See ibid., loc. 119.
26 Ibid., loc. 36.
27 See Lauro, Christina: “MMO Mechanics: Procedural Generation is the Future,” in: Massively by joystiq, February 26, 2014; http://massively.joystiq.com/2014/02/26/mmo-mechanics-procedural-generation-is-the-future/
28 See “Emergent gameplay is usually taken to be situations where a game is played in a way that the game designer did not predict.” (Juul: Half-Real, loc. 837)
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