If you have no previous experience or knowledge about creating sound for games, I'd suggest some kind of introduction to the subject before even thinking about interning. You will face the concepts anyways, because it's how game audio works, but I wouldn't expect a company being interested in taking an intern to train him to use the tools and basics of game audio.
There are many books that go through the basics of the process, the terms and methodology. Some approach it from the perspective of film sound, because games are a visual medium as well. But how sound is used in games is different: the sound is played non-linearly and it's driven programmatically i.e. the game is what controls your sound.
Any kind of music/recording/sound design/audio background is useful in creating the actual content, because that's partially done in the same way (using a DAW). But game audio introduces a new concept, which is the other part of the process: audio implementation, i.e. getting the sounds to play in the game in the intended way. You need to take a look at audio middleware programs and what they are capable of and learn about dynamically controlled audio (e.g. how car engine sounds are made in racing games). Similar concepts apply to music (dynamic/adaptive/interactive music). Audio implementation itself sits between programming and creating the right content. Often there's a programmer managing the programming side and a sound designer creating the content and planning how it should be played in the game and how the programmer should program it. Audio middleware lessens the burden of both parties, because it makes it easy for a sound designer to "program" the sound events and frees a programmer from having to think about audio design.
The mentioned programs Pure Data, Max/MSP and Reaktor are approriate for learning about real-time audio control, but they aren't (at least widely) used in audio implementation. They can be used to prototype the ideas for audio before implementing them in other ways though.