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This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.
Computerspiele-Journalismus
(2009)
Der vorliegende Aufsatz liefert eine Kurzanalyse zur Entstehung des Computer- und Videospielejournalismus in den 1980er Jahren und gliedert seine unterschiedlichen Erscheinungsformen hinsichtlich Format, kulturellem Selbstverständnis und ideologischer Ausrichtung bis zu Publikationen der Gegenwart. Dabei wird verstärkt auf textbasierte Medien aus dem deutschsprachigen Raum Bezug genommen (Print und Online).
This first volume of the DIGAREC Series holds the proceedings of the conference “The Philosophy of Computer Games”, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.
Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).