@inproceedings{Bartle2008, author = {Bartle, Richard}, title = {When openness closes : the line between play and design}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24536}, year = {2008}, abstract = {One of the informal properties often used to describe a new virtual world is its degree of openness. Yet what is an "open" virtual world? Does the phrase mean generally the same thing to different people? What distinguishes an open world from a less open world? Why does openness matter anyway? The answers to these questions cast light on an important, but shadowy, and uneasy, topic for virtual worlds: the relationship between those who construct the virtual, and those who use these constructions.}, language = {en} } @inproceedings{MuellerCoppockLiebeetal.2008, author = {M{\"u}ller, Petra and Coppock, Patrick and Liebe, Michael and Mersch, Dieter and Bogost, Ian and Bartle, Richard and Juul, Jesper and L{\o}vlie, Anders Sundnes and Pohl, Kirsten and Schrape, Niklas and Hoffstadt, Christian and Nagenborg, Michael and Liboriussen, Bjarke and Meldgaard, Betty Li and G{\"u}nzel, Stephan and Ljungstr{\"o}m, Mattias and Jennett, Charlene and Cox, Anna L. and Cairns, Paul and Mukherjee, Souvik and Pinchbeck, Dan and Glash{\"u}ttner, Robert}, title = {Conference proceedings of The Philosophy of Computer Games 2008}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-940793-49-2}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-20072}, pages = {341}, year = {2008}, abstract = {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.}, language = {en} }