"As a comparatively young medium, video games are in a formative phase of development. Similar to film in its beginnings, games are currently establishing themselves as cultural objects to be taken seriously. This is being appreciated by an ever wider audience. The inclusion of important games in the collection of The Museum of Modern Art in New York in 2012 marked the acknowledgement that was long overdue. This catalogue can be considered as a descriptive dialogue between theory and practice. With international contributions from multidisciplinary perspectives, it is dedicated to the interactive aesthetic influences between films and games. Expert contributions include those from the fields of film studies, game studies, art and cultural studies, media studies, and pedagogy. Texts by journalists such as Boris Schneider-Johne and Petra Fröhlich provide background information and essayistic reflections. Interviews with game developers like Jordan Mechner and Ron Gilbert as well as film directors such as Paul W. S. Anderson shed light on the interactions between films and games from a practical perspective and offer far-reaching insights. Some of the subjects explored include the historical development of both media, adaptation processes, perspectives of transmedia storytelling, camera aesthetics, architecture and set design as well as music and sound design, gender stereotypes, creative gaming, game art, and the archival processing of video games." -- Publisher's description Foreword / Claudia Dillmann -- Introduction / Andreas Rauscher -- Level 1. Approaches : Playgrounds and spectacles: on the encounter between film and games around 1900 / Britta Neitzel -- The Promethean impulse in the interactive feature film / Marcus Stiglegger -- I wanna be like you / Petra Fröhlich -- From "ripe for film" to the infinite loop / Boris Schneider-Johne -- Interview with Ron Gilbert -- Level 2. Adaptions and Exchanges : Lost in adaptation or: film in the age of ludic reproduction / Andreas Rauscher -- Interview with Jörg Friedrich, design director, YAGER -- Interview with Uwe Boll -- Interview with Paul W. S. Anderson -- Level 3. Transmedia aspects of films and games : Between "one for all" and "free for all": transmedia storytelling / Hans-Joachim Backe -- The ludic screen or: the video game in the age of cinematic reproduction / Andreas Rauscher -- Machinima's potential / Michael Nitsche -- Interview with Jordan Mechner -- Level 4. Aesthetics : Point of view and virtual camera / Benjamin Beil -- Playing with music: developments and potentials of composition for games / Peter Moormann -- In the rhythm of space-images: architecture and art direction in films and computer games / Marc Bonner -- Interview with Jan Klose, creative director, Deck 13 -- Interview with Dennis Schwarz, senior game designer, Crytek -- Level 5. Reflections and representations : On dream girls and traumata: stereotypes in video and computer games / Nina Kiel -- Trapped in virtual reality: fragments of a media reflection in film / Svetlana Svyatskaya -- Level 6. Creative gaming: ludic mediations : Creative gaming / Judith Ackermann -- Machinima: the computer game as a film set: on the creative use of computer games in educational contexts / Vera Marie Rodewald -- Let's play videos and gaming culture / Thomas Klein -- The emergence of a cultural memory under the requirements of the internet / Andreas Lange -- Level 7. Game art : The computer game in art discourse / Stephan Schwingeler -- When film leaves its image: metaleptic reflections in computer games / Thomas Hensel -- Interaction with games by means of emulation in the museum context / Jens-Martin Loebel -- Other places / Andy Kelly -- The "Citizen Kane" of video games / Steven Poole
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