TY - CHAP A1 - Bartle, Richard T1 - When openness closes : the line between play and design N2 - 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. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24536 ER - TY - CHAP A1 - Müller, Petra A1 - Coppock, Patrick A1 - Liebe, Michael A1 - Mersch, Dieter A1 - Bogost, Ian A1 - Bartle, Richard A1 - Juul, Jesper A1 - Løvlie, Anders Sundnes A1 - Pohl, Kirsten A1 - Schrape, Niklas A1 - Hoffstadt, Christian A1 - Nagenborg, Michael A1 - Liboriussen, Bjarke A1 - Meldgaard, Betty Li A1 - Günzel, Stephan A1 - Ljungström, Mattias A1 - Jennett, Charlene A1 - Cox, Anna L. A1 - Cairns, Paul A1 - Mukherjee, Souvik A1 - Pinchbeck, Dan A1 - Glashüttner, Robert ED - Günzel, Stephan ED - Liebe, Michael ED - Mersch, Dieter T1 - Conference proceedings of The Philosophy of Computer Games 2008 N2 - 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. T3 - DIGAREC Series - 01 Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-20072 SN - 978-3-940793-49-2 PB - Universitätsverlag Potsdam CY - Potsdam ER -