###### tags: `BA1` `MG`
Media & Game Studies BA1 - 2019-09-25
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Why Media Study and History?
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* Industrial revolution 工業革命 -> Division / specialization of labor, also in academia
* It's important to understand a media in the context of other media.
* Every medium is evoloved from another medium, i.e.
* "No medium / media is an island"
* The Dubious Question of the Defining Medium
* We consume / learn more from medium than from reality
* Non-linear & linear audial/visual mediums have similar influence
### Film & Games
* Film can express experiences (in the era of industrial world) more than theater does -> Film industry overtook Theater industry
* Because the expanse of making a film is so much more expensive, you always want it to go into international market. Going international helps a lot in spreading the medium
* Digital Game is the new medium for the era of manipulating symbols (Digital knowledge world / reality)
* The life/reality in the past is still there, therefore theater/film is not disappearing. Now we need Digital Game for the new reality we have
* books / films / videos can describe or show a system
* but games / simulators can represent a system dynamically (procedurality)
History of Digital Games
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## Chapter 1
* Evolution of Film: slowly adding new layers
1. Chronophotography
2. Silent Movie
3. Sound Film
4. Color Film
5. Enhanced Analog Audiovisuality
6. Hybrid A/D Audiovisuality
7. Digital Audiovisuality
8. maybe 360 degree
* Analog vs Digital Games
* Analog game is not an audiovisual medium back then before digital game
* But the new medium can change or influence the previous medium
* i.e. photography vs painting, film vs theater, board game vs digital game
* Evolution Of Digital Games
* Procedurality (60s)
* Hypernarrative (70~80s)
* Hyperreality (80~90s)
* new?? -> [Chapter 5](/1YAbicFbQR2NGTZCPZauUQ?both) -> HyperImmersive
* The Alterity of Digital Games
* Digital games are not something entirely different from analog games or linear audiovisions, but rather they are the specific other of analog games on the one hand, and on the other hand of linear audiovisions.
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## Chapter 2 - Algorithmic Ludcity: Analog Games as Model
* Computers
1. 1936: Alan Turing: Propose Turing Machine (Universal Machine)
* Inifinte State Machine
* That can do/solve any problem
2. 1945: John von Neumann
* First Draft of a Report on the EDVAC
* Programmable machine: Separate control (program) with the machine
* Universal Calculator
3. 1948: Claude Elwood Shannon
* Separate content and medium
* Separation of Hard- and Software (Content/Files)
* Trying to automate phone sound messaging, by changing analog message into digital message (binary: on/off)
* high(>0.5)/low(<0.5) -> on/off
* It also works for mediums other than sound
* i.e. text, image, video
* editing is possible with digital medium
4. 1950: Both Alan Turing & Claude Elwood Shannon: Machine intelligence - AI
* Proof of concept - by games, a simulation or a world with specific ruleset
* Procedurality: Dynamic Modeling of Systems
* compare to other media that can only "describe" a system
* Procedural Turn: the ability to construct dynamic models of real-world processes