@article{GuenzelLiebeMersch2010, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, title = {Logic and structure of the computer game}, series = {DIGAREC series}, journal = {DIGAREC series}, number = {4}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, issn = {1867-6227}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-43020}, pages = {16 -- 35}, year = {2010}, abstract = {This paper comprises four parts. Firstly, an overview of the mathematics of decision logic in relation to games and of the construction of narration and characters is given. This includes specific limits of the use of decision logic pertaining to games in general and to storytelling in particular. Secondly, the rule system as the medial unconsciousness is focused on. Thirdly, remarks are made on the debate between ludology and narratology, which had to fail as it missed the crucial point: the computer game as a medium. Finally, gaming in general, as well as its relationship to chance, coincidence, emergence, and event is discussed.}, language = {en} } @book{GuenzelLiebeMerschetal.2010, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter and K{\"u}cklich, Julian and Warnke, Martin and Cermak-Sassenrath, Daniel and Michael, Nitsche and Nohr, Rolf F. and Wenz, Karin and Wiemer, Serjoscha and Venus, Jochen and Butler, Mark}, title = {Logic and structure of the computer game}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, isbn = {978-3-86956-064-9}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-42695}, publisher = {Universit{\"a}t Potsdam}, year = {2010}, abstract = {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.}, language = {en} }