Produktbild: Game Canon and Game History
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Game Canon and Game History DE

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

27.07.2026

Abbildungen

VI, 43 illus., 35 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen

Herausgeber

Dîlan Canan Çakir + weitere

Verlag

Springer

Seitenzahl

218

Maße (L/B)

21/14,8 cm

Sprache

Englisch

ISBN

978-3-032-25217-3

Beschreibung

Portrait

Dr. Dîlan Canan Çakir has been a postdoctoral researcher at the Cluster of Excellence “Temporal Communities” at Freie Universität Berlin since July 2023. There she conducts research on activism and literature, digital exile literature, and games and literature. She holds a Feodor Lynen Research Fellowship from the Alexander von Humboldt Foundation, which includes a research stay at the University of Cambridge beginning in January 2026. Until June 2023, she was a postdoctoral researcher in the “Born-digitals” project at the German Literature Archive in Marbach.

Prof. Dr. Andreas Rauscher, Professor of Media Theory and Media History at the University of Applied Sciences Kaiserslautern (Virtual Design) teaches also as a private lecturer in Film Studies and Media Dramaturgy at Johannes Gutenberg University Mainz, as well as at the University of Darmstadt-Dieburg and the Film Academy Ludwigsburg. Curator for the Frankfurt Film Museum (Film & Games exhibition, 2015), member of the coordination team for the AG Games (Research Group Game Studies) in the German Society for Media Studies and freelance journalist (epd Film, testcard, among others).

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

27.07.2026

Abbildungen

VI, 43 illus., 35 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen

Herausgeber

Verlag

Springer

Seitenzahl

218

Maße (L/B)

21/14,8 cm

Sprache

Englisch

ISBN

978-3-032-25217-3

Herstelleradresse

Springer International Publishing AG
Gewerbestr. 11
6330 Cham
Schweiz
Url: www.springer.com

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  • Produktbild: Game Canon and Game History
  • Chapter 1. Game History and Game Canon.- Part I: Canon as Reflection and Critique .- Chapter 2. On the Canon: A Realist and Objectivist Account.- Chapter 3. Canonizing the Uncanonizable: Dynamic, Demotic, and Performative Approaches to Preserving Digital-born Literature.- Chapter 4. Beyond the Canon – On Other Means and Methods of Collecting Material for Games History.- Part II: Games as Historical Self-Reflection.- Chapter 5. Metareferential Video Games and/as Game History.- Chapter 6. What Was Producing and Publishing Games Like in the 1980s and 1990s? LINEL — a Swiss Game Publisher.- Chapter 7. Remembering, Reframing, and Reselling the Virtual Boy: From Commercial Failure to Nintendo Classic.- Chapter 8. Video Game Top Tens as Sources for Canon Research – The Ephemeral Fame of the “Calippo Fresser”.- Part III: Institutions, Practices, and Methods of Game Historiography .- Chapter 9. Computational Game Studies.- Chapter 10. Collecting, Selecting, Rejecting: The Deutsches Spielearchiv Nürnberg as a Research and Documentation Centre.- Chapter 11. Manual Save Required: The Performance of Preserving Digital Games.- Part IV: Canon in Practice: Education and Accessibility.-  Chapter 12. Beyond Books: An Educational Canon of Video Games for Schools.- Chapter 13. The “Godfather of Accessible Video Game Hardware”: The Pioneering Work of Ken Yankelevitz in the History of Accessible Video Game Controllers.