@article{MoeringLeino2022, author = {M{\"o}ring, Sebastian and Leino, Olli Tapio}, title = {Die neoliberale Bedingung von Computerspielen}, series = {Kontrollmaschinen - zur Dispositivtheorie des Computerspiels}, journal = {Kontrollmaschinen - zur Dispositivtheorie des Computerspiels}, publisher = {LiteraturWissenschaft.de}, address = {M{\"u}nster}, isbn = {978-3-643-14780-6}, pages = {41 -- 61}, year = {2022}, language = {de} } @article{Moering2021, author = {M{\"o}ring, Sebastian}, title = {Artgames vs. Game Art}, series = {Informatik Spektrum}, volume = {44}, journal = {Informatik Spektrum}, number = {1}, publisher = {Springer}, doi = {https://doi.org/10.1007/s00287-021-01340-4}, pages = {30 -- 37}, year = {2021}, abstract = {Computerspiele sind vielf{\"a}ltig. Freizeitvergn{\"u}gen, professioneller Sport, kulturbildend und kulturkritisch. Sie inspirieren die Kunst und mit ihnen wird Kunst gemacht. Dieser Beitrag betrachtet die Diskurse und Strategien der Computerspielkunst. Im R{\"u}ckgriff auf die Game Studies und die medienwissenschaftliche Computerspielforschung beleuchtet er die Unterscheidung zwischen Artgames und Game Art (insbesondere Modifikationen) und versucht zu zeigen, dass beide Genres unterschiedlichen Diskursen entstammen, die mit verschiedenen Begriffen und k{\"u}nstlerischen Strategien operieren: Artgames setzen auf Spielbarkeit und Rhetorik und Game Art setzt auf Unspielbarkeit und {\"A}sthetik. Sie grenzen sich so auf unterschiedliche Weise von den Sorgestrukturen kommerzieller Computerspiele ab.}, language = {de} } @article{KrayMoering2021, author = {Kray, Lydia and M{\"o}ring, Sebastian}, title = {Das Wetter kontrollieren}, series = {Dritte Natur}, journal = {Dritte Natur}, number = {3}, editor = {M{\"u}ller, Dorit and B{\"u}ttner, Urs}, publisher = {Matthes \& Seitz}, address = {Berlin}, isbn = {978-3-7518-0701-2}, pages = {183 -- 199}, year = {2021}, language = {de} } @article{PohlMoering2021, author = {Pohl, Manuela and M{\"o}ring, Sebastian}, title = {L{\"u}ckenf{\"u}ller - Vom Nutzen der Leerstellen in Adventure-Games beim Sprachenlernen}, series = {DIGAREC Series}, journal = {DIGAREC Series}, number = {9}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-511-8}, issn = {1867-6219}, doi = {10.25932/publishup-52675}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-526754}, pages = {208 -- 244}, year = {2021}, abstract = {In diesem Beitrag schlagen wir am Beispiel des Computerspiels Brothers vor, wie narrative und Gameplay-Leerstellen in Sprachlern-Settings genutzt werden k{\"o}nnen. Wir stellen die Funktion von Leerstellen beim Lesen (Iser), bei Computerspielen (Aarseth und Pias) und in der Sprachdidaktik vor und machen im Anschluss konkrete Vorschl{\"a}ge, wie das Spiel in Sprachlern-Settings eingesetzt werden kann.}, language = {de} } @article{MoeringdeMutiis2019, author = {M{\"o}ring, Sebastian and de Mutiis, Marco}, title = {Camera Ludica}, series = {Intermedia games - Games inter media : Video games and intermediality}, journal = {Intermedia games - Games inter media : Video games and intermediality}, publisher = {Bloomsbury academic}, address = {New York}, isbn = {978-1-5013-3051-3}, pages = {69 -- 93}, year = {2019}, language = {en} } @article{MoeringLeino2016, author = {M{\"o}ring, Sebastian and Leino, Olli Tapio}, title = {Beyond games as political education}, series = {Journal of Gaming \& Virtual Worlds}, volume = {8}, journal = {Journal of Gaming \& Virtual Worlds}, number = {2}, publisher = {Intellect}, address = {Bristol}, issn = {1757-191X}, doi = {10.1386/jgvw.8.2.145_1}, pages = {145 -- 161}, year = {2016}, abstract = {This article introduces the juxtaposed notions of liberal and neo-liberal gameplay in order to show that, while forms of contemporary game culture are heavily influenced by neo-liberalism, they often appear under a liberal disguise. The argument is grounded in Claus Pias' idea of games as always a product of their time in terms of economic, political and cultural history. The article shows that romantic play theories (e.g. Schiller, Huizinga and Caillois) are circling around the notion of play as 'free', which emerged in parallel with the philosophy of liberalism and respective socio-economic developments such as the industrialization and the rise of the nation state. It shows further that contemporary discourse in computer game studies addresses computer game/play as if it still was the romantic form of play rooted in the paradigm of liberalism. The article holds that an account that acknowledges the neo-liberalist underpinnings of computer games is more suited to addressing contemporary computer games, among which are phenomena such as free to play games, which repeat the structures of a neo-liberal society. In those games the players invest time and effort in developing their skills, although their future value is mainly speculative - just like this is the case for citizens of neo-liberal societies.}, language = {en} } @article{Moering2020, author = {M{\"o}ring, Sebastian}, title = {Was verstehen wir, wenn wir Computerspiele spielen?}, series = {DIGAREC Series}, journal = {DIGAREC Series}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-467-8}, issn = {1867-6219}, doi = {10.25932/publishup-43065}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-430655}, pages = {42 -- 69}, year = {2020}, abstract = {In diesem Beitrag geht es um die Frage nach der Interpretierbarkeit von Computerspielen sowie die Unterscheidung zwischen einer Texthermeneutik von einer praktischen Hermeneutik von Computerspielen. Es wird zun{\"a}chst mithilfe von Aarseths Konzept des Cybertexts gefragt, ob Computerspiele eine besondere Form von Text sind. Es folgt die Beobachtung, dass insbesondere persuasive Spiele haupts{\"a}chlich dazu entwickelt werden, um interpretiert zu werden. Der Beitrag argumentiert, dass in gew{\"o}hnlichen Unterhaltungsspielen zun{\"a}chst immer die praktische Hermeneutik des Spielens im Zentrum steht. Dementsprechend steht das praktische Spielverstehen im Vordergrund und bildet die Voraussetzung, um den Text eines Spieles interpretieren zu k{\"o}nnen. In persuasiven Spielen ist die Textinterpretation das ausgemachte Ziel, dem das spielende bzw. praktische Verstehen unterordnet ist. Abschließend werden Unterhaltungsspiele empfohlen, die sich f{\"u}r eine Textinterpretation im Deutsch- oder Englischunterricht eignen und {\"U}berlegungen zum E-Sport get{\"a}tigt.}, language = {de} } @article{MoeringLeino2016, author = {M{\"o}ring, Sebastian and Leino, Olli}, title = {Beyond games as political education - neo-liberalism in the contemporary computer game form}, series = {Journal of gaming \& virtual worlds}, volume = {8}, journal = {Journal of gaming \& virtual worlds}, publisher = {Intellect Ltd.}, address = {Bristol}, issn = {1757-191X}, doi = {10.1386/jgvw.8.2.145_1}, pages = {145 -- 161}, year = {2016}, abstract = {This article introduces the juxtaposed notions of liberal and neo-liberal gameplay in order to show that, while forms of contemporary game culture are heavily influenced by neo-liberalism, they often appear under a liberal disguise. The argument is grounded in Claus Pias' idea of games as always a product of their time in terms of economic, political and cultural history. The article shows that romantic play theories (e.g. Schiller, Huizinga and Caillois) are circling around the notion of play as 'free', which emerged in parallel with the philosophy of liberalism and respective socio-economic developments such as the industrialization and the rise of the nation state. It shows further that contemporary discourse in computer game studies addresses computer game/play as if it still was the romantic form of play rooted in the paradigm of liberalism. The article holds that an account that acknowledges the neo-liberalist underpinnings of computer games is more suited to addressing contemporary computer games, among which are phenomena such as free to play games, which repeat the structures of a neo-liberal society. In those games the players invest time and effort in developing their skills, although their future value is mainly speculative - just like this is the case for citizens of neo-liberal societies.}, language = {en} }