TY - BOOK A1 - Venus, Jochen T1 - Simulation of self-action : on the morphology of remote-controlled role playing N2 - Computer games may be defined as artifacts that connect the input devices of a computer (such as keyboard, mouse or controller) with its output devices (in most cases a screen and speakers) in such a way that on the screen a challenge is displayed. On the screen we see pictorial elements that have to be manipulated to master a game, that is to win a competition, to solve a riddle or to adopt a skill. Therefore the characteristics of the representational function of computer games have to be contrasted phenomenologically with conventional games on the one hand and cinematic depictions on the other. It shows that computer games separate the player from the playing field, and translate bodily felt concrete actions into situational abstract cinematic depictions. These features add up to the situational abstract presentation of self-action experience. In this framework computer games reveal a potential as a new means of shared cognition that might unfold in the 21st century and change the beingin- the-world in a similar way as cinematic depiction did in the 20th century Y1 - 2010 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-42770 ER - TY - BOOK A1 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter A1 - Kücklich, Julian A1 - Warnke, Martin A1 - Cermak-Sassenrath, Daniel A1 - Michael, Nitsche A1 - Nohr, Rolf F. A1 - Wenz, Karin A1 - Wiemer, Serjoscha A1 - Venus, Jochen A1 - Butler, Mark ED - Günzel, Stephan ED - Liebe, Michael ED - Mersch, Dieter T1 - Logic and structure of the computer game N2 - The fourth volume of the DIGAREC Series holds the proceedings to the conference “Logic and Structure of the Computer Game”, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of ‘mediality’, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure. T3 - DIGAREC Series - 04 Y1 - 2010 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-42695 SN - 978-3-86956-064-9 ER -