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

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How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop?
Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

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23ESA: “Essential Facts about the Computer and Video Game Industry 2013,” p. 5; Illek: “Gaming in Deutschland.”

24ESA: “Essential Facts about the Computer and Video Game Industry 2013,” pp. 2-3.

25N. N.: “Infographic: The German Games Market,” Newzoo: Games Market Research , January 6, 2014; http://www.newzoo.com/infographics/infographic-german-games-market/

26BIU, Bundesverband Interaktive Unterhaltungssoftware: “Altersverteilung,” 2014; http://www.biu-online.de/de/fakten/reichweiten/altersverteilung.html

27ESA: “Essential Facts about the Computer and Video Game Industry 2014,” p. 13.—In most other countries, the virtualization of distribution is lagging behind. For example, in Germany the market share of downloaded PC and console games grew from 7% in 2010 to 32% in 2014. (BIU, Bundesverband Interaktive Unterhaltungssoftware: “Kauf digitaler Spiele per Download,” 2014; http://www.biu-online.de/fileadmin/user_upload/bilder/marktzahlen/2014/Marktzahlen_-_2014_gesamt/Infografik_-_Kauf_per_Download/BIU_Infografik-4_Kauf_per_Download.PNG

28Campbell, Colin: “How League of Legends is Upending the Video Game Business,” October 24, 2014; http://www.polygon.com/2014/10/24/7061573/how-league-of-legends-is-upending-the-video-game-business

29Cashmore, Pete: “FarmVille Surpasses 80 Million Users,” Mashable , February 20, 2010; http://mashable.com/2010/02/20/farmville-80-million-users/

30On the controversy around FARMVILLE and Ian Bogost’s satire game COW CLICKER (2010) see Tanz, Jason: “The Curse of Cow Clicker: How a Cheeky Satire Became a Videogame Hit,” Wired , December 20, 2011; http://archive.wired.com/magazine/2011/12/ff_cowclicker/all/

31See Ha, Anthony: “Zynga’s Pincus Says FarmVille Has Passed $1B In Total Player Purchases,” TechCrunch , February 4, 2013; http://techcrunch.com/2013/02/05/farmville-1-billion/

32Long, Neil: “Two Billion Downloads? We’re Just Getting Started, Says Angry Birds Creator Rovio,” January 23, 2014; http://www.edge-online.com/features/two-billion-downloads-were-just-getting-started-says-angry-birds-creator-rovio/

33Grubb, Jeff: “King: 93M Daily Candy Crush Saga Players, 500M installs, and $568M Profit in 2013,” VentureBeat , February 18, 2014; http://venturebeat.com/2014/02/18/candy-crush-saga-publisher-king-by-the-numbers-inforgraphic/

34Koch, Cameron: “Free-to-Play Games Continue to Dominate the MMO Game Marketplace,” Techtimes , October 24, 2014; http://www.techtimes.com/articles/18666/20141024/free-to-play-games-continue-to-dominate-the-digital-video-game-marketplace.htm

35N. N.: “Stats,” Kickstarter , November 28, 2014; https://www.kickstarter.com/help/stats?ref=footer

36N. N.: “Most Successful Crowdfunding Campaigns,” CrowdfundingBlog , October 29, 2014; http://www.crowdfundingblog.com/most-successful-crowdfunding-projects/

37N. N.: Star Citizen Wiki , November 2014; http://starcitizen.wikia.com/wiki/Star_Citizen

38 https://robertsspaceindustries.com/funding-goals; as of August 5, 2015.

39See for gamification below p. hereff.

40See Freyermuth, Gundolf S.: “Der Big Bang digitaler Bildlichkeit: Zwölf Thesen und zwei Fragen,” in: Freyermuth, Gundolf S./Gotto, Lisa (ed.), Bildwerte: Visualität in der digitalen Medienkultur , Bielefeld: transcript 2013, pp. 287-333, here p. 293 ff.

41See for example Zichermann, Gabe/Cunningham, Christopher: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps , Sebastopol, Calif.: O'Reilly Media 2011.

42On the question regarding the most exciting development tendency in the game industry, the game developers Randy Smith and Josh Holmes answered with “the democratization of game development,” i.e., “the ‘democratization’ of game development and the rise of the indie developer.” (Cited after Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games . Boca Raton: CRC Press/Taylor & Francis (Kindle edition) 2014 , loc. 1800 und loc. 5148).

43Beil, Benjamin/Freyermuth, Gundolf S./Gotto, Lisa: “Vorwort,” in: Beil, Benjamin/ Freyermuth, Gundolf S./Gotto, Lisa (ed.), New Game Plus: Perspektiven der Game Studies. Genres – Künste – Diskurse , Bielefeld: transcript 2015, pp. 7-24, here p. 8; the Cologne University of Applied Sciences has since been renamed TH Köln—Uni­versity of Applied Sciences. (All quotes from German language sources have been translated for this edition.)

44See Lämmert, Eberhard: “Germanistik – eine deutsche Wissenschaft,” in: Lämmert, Eberhard, et al. (ed.), Germanistik – eine deutsche Wissenschaft , Frankfurt a. M.: Suhrkamp Verlag 1967, pp. 7-41.

45See Benjamin, Walter: “The Work of Art in the Age of Mechanical Reproducibility” (3rd version), in: Benjamin, Walter , et al. Selected Writings . 4 vols, Cambridge, Mass.: Belknap Press 1996, vol. 3, pp. 251-283, here p. 281, note 42: “Film is the art form corresponding to the increased threat to life that faces people today.”

46See, Arnold: The Social History of Ar t, 4 vols., London, New York: Routledge 1999 (*1951), p. 159.

47See, for example, Egenfeldt-Nielsen, Simon/Smith, Jonas Heide/Tosca, Susana Pajares: Understanding Video Games: The Essential Introduction , New York: Routledge 2008; Mäyrä, Frans: An Introduction to Game Studies , London: SAGE (Kindle edition) 2008.

48The Anglo-Saxon and Scandinavian countries’ head start continues. In Germany the first university-level educational offerings are starting to arise. For German-language research, three more recent publications are: Beil, Benjamin: Game Studies: Eine Einführung , Red guide, Berlin: Lit 2013; Michael Hagner and Games Coop: Theorien des Computerspiels zur Einführung , Hamburg: Junius 2012; Freyermuth, Gundolf S./Gotto, Lisa/Wallenfels, Fabian (ed.): Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers , Bild und Bit (Bielefeld: transcript, 2013).

49Butler, Mark: Would you like to play a game? Die Kultur des Computerspielens , Berlin: Kulturverlag Kadmos 2007, p. 8.

50Mäyrä, Frans: An Introduction to Game Studies , loc. 2333.

51Egenfeldt-Nielsen et al.: Understanding Video Games , loc. 351 und loc. 360.

52Freyermuth, Gundolf S.: “Spiel // Film. Prolegomena zu einer Theorie digitaler Audiovisualität,” in: Kaminski, Winfred/Lorber, Martin (ed.), Clash of Realities 2010: Computerspiele: Medien und mehr… , Munich: kopaed 2010, pp. 27-46; Freyermuth, Gundolf S.: “Movies and Games: Audiovisual Storytelling in the Digital Age,” in: Enyedi, Ildiko (ed.), New Skills for New Jobs / New Skills for Old Jobs: Film and Media Schools in the Digital Revolution , Budapest: University of Theatre and Film Art 2012, pp. 21-39; Freyermuth, Gundolf S.: “Ursprünge der Indie-Praxis. Zur Prähistorie unabhängigen Game Designs,” in: Kaminski, Winfred/Lorber, Martin (ed.), Gamebased Learning. Clash of Realities 2012 , Munich: kopaed Verlag 2012, pp. 313-326; Freyermuth: “Der Big Bang digitaler Bildlichkeit”; Freyermuth, Gundolf S.: “Angewandte Medienwissenschaften. Integration künstlerischer und wissenschaft­licher Perspektiven in Lehre und Forschung,” in: Ottersbach, Beatrice/Schadt, Tho­mas (ed.), Filmlehren. Ein undogmatischer Leitfaden für Studierende , Berlin: Bertz + Fischer 2013, pp. 263-278; Freyermuth, Gundolf S.: “Serious Game(s) Studies. Schismen und Desiderate,” in: Freyermuth, Gundolf S./Gotto, Lisa/Wallenfels, Fabian (ed.), Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gami­fication des Wissenstransfers , Bielefeld: transcript 2013, pp. 421-464; Freyermuth, Gundolf S.: “Vom Drama zum Game. Elemente einer historischen Theorie audio­visuellen Erzählens,” in: Kaminski, Winfred/Lorber, Martin (ed.), Clash of Realities 2014: Computerspiele: Spielwelt-Weltspiel: Narration, Interaktion und Kooperation im Computerspiel , Munich: kopaed 2014, pp. 29-37; Freyermuth, Gundolf S.: “Der Weg in die Alterität. Skizze einer historischen Theorie digitaler Spiele,” in: Beil, Benjamin/Freyermuth, Gundolf S./Gotto, Lisa (ed.), New Game Plus: Perspektiven der Game Studies. Genres – Künste – Diskurse , Bielefeld: transcript 2015, pp. 303-355; Freyermuth, Gundolf S.: “Game Studies und Game Design,” in: Sachs-Hombach, Klaus/Thon, Jan-Noël: Game Studies. Aktuelle Anstäze der Computerspielforschung , Cologne: Herbert von Halem 2015, pp. 67-100.

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