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Media narratives inform our ideas of the future - and Games are
currently making a significant contribution to this medial
reservoir. On the one hand, Games demonstrate a particular
propensity for fantastic and futuristic scenarios. On the other
hand, they often serve as an experimental field for the latest
media technologies. However, while dystopias are part of the
standard gaming repertoire, Games feature utopias much less
frequently. Why? This anthology examines playful utopias from two
perspectives. It investigates utopias in digital Games as well as
utopias of the digital game; that is, the role of ludic elements in
scenarios of the future.
Gaming no longer only takes place as a "closed interactive
experience" in front of TV screens, but also as broadcast on
streaming platforms or as cultural events in exhibition centers and
e-sport arenas. The popularization of new technologies, forms of
expression, and online services has had a considerable influence on
the academic and journalistic discourse about games. This anthology
examines which paratexts gaming cultures have produced - i.e., in
which forms and formats and through which channels we talk (and
write) about games - as well as the way in which paratexts
influence the development of games. How is knowledge about games
generated and shaped today and how do boundaries between (popular)
criticism, journalism, and scholarship have started to blur? In
short: How does the paratext change the text?
Game culture and material culture have always been closely linked.
Analog forms of rule-based play (ludus) would hardly be conceivable
without dice, cards, and game boards. In the act of free play
(paidia), children as well as adults transform simple objects into
multifaceted toys in an almost magical way. Even digital play is
suffused with material culture: Games are not only mediated by
technical interfaces, which we access via hardware and tangible
peripherals. They are also subject to material hybridization,
paratextual framing, and processes of de-, and re-materialization.
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.With
contributions by Andre Czauderna, Nathalie Pozzi and Eric
Zimmerman.
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