TY - CHAP A1 - Huczalla, Eva T1 - Powiększenie Unii Europejskiej : problemy i korzyści, inicjatywy i kontakty Y1 - 2003 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27715 ER - TY - CHAP A1 - Hintz, Martin T1 - Podejmowanie katolicko-żydowskiego dialogu na łamach trzech rzymsko-katolickich tygodników w Polsce w latach 1990 – 1992 Y1 - 2003 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27709 ER - TY - CHAP T1 - Spotkanie mlodych polonistów : zbiór prac wygloszonych na pierwszej konferencji niemiecko-polskiej studentów plonistyki w Opoly 03.-04.10.2003 r = Beiträge zum ersten deutsch-polnischen studentischen Polonistentreffen in Oppeln (Opole) vom 03.-04.10.2003 N2 - Vom 03. – 04.10.2003 fand in Oppeln (Opole, Polen) zum ersten Mal eine Konferenz von Polonistik-Studenten aus Deutschland und Polen in polnischer Sprache statt. Die in diesem Band gesammelten Beiträge der Konferenz spiegeln den Stand studentischer Arbeiten auf dem Gebiet der Polonistik wider. Dabei sind v.a. Beiträge aus der Sprachwissenschaft zur polnischen Sprache der Gegenwart, aber auch der Literaturwissenschaft und den deutsch-polnischen Beziehungen enthalten. Schwerpunkt der Konferenz waren interkulturelle Interaktionen. KW - Polonist KW - Polonistik KW - Kongress Y1 - 2003 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27694 SN - 978-3-935024-95-2 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - CHAP A1 - Mitsuishi, Yara T1 - Différance at play : unfolding identities through difference in videogame play N2 - This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24697 ER - TY - CHAP A1 - Jennett, Charlene A1 - Cox, Anna L. A1 - Cairns, Paul T1 - Being "in the game" N2 - When people describe themselves as being “in the game” this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown/Cairns 2004). Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being “in the game.” Thirteen gamers were interviewed and the resulting grounded theory suggests being “in the game” does not necessarily mean presence (i.e. feeling like you are the character and present in the VE). Some people use this phrase just to emphasize their high involvement in the game. These findings differ with Brown and Cairns as they suggest at the highest state of immersion not everybody experiences presence. Furthermore, the experience of presence does not appear dependent on the game being in the first person perspective or the gamer being able to empathize with the character. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, and types of immersion. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24682 ER - TY - CHAP A1 - Hoffstadt, Christian A1 - Nagenborg, Michael T1 - The concept of war in the World of Warcraft N2 - MMORPGs such as WORLD OF WARCRAFT can be understood as interactive representations of war. Within the frame provided by the program the players experience martial conflicts and thus a “virtual war.” The game world however requires a technical and as far as possible invisible infrastructure which has to be protected against attacks: Infrastructure means e.g. the servers on which the data of the player characters and the game’s world are saved, as well as the user accounts, which have to be protected, among other things, from “identity theft.” Besides the war on the virtual surface of the program we will therefore describe the invisible war concerning the infrastructure, the outbreak of which is always feared by the developers and operators of online-worlds, requiring them to take precautions. Furthermore we would like to focus on “virtual game worlds” as places of complete surveillance. Since action in these worlds is always associated with the production of data, total observation is theoretically possible and put into practice by the so-called “game master.” The observation of different communication channels (including user forums) serves to monitor and direct the actions on the virtual battlefield subtly, without the player feeling that his freedom is being limited. Finally, we will compare the fictional theater of war in WORLD OF WARCRAFT to the vision of “Network-Centric Warfare,” since it has often been observed that the analysis of MMORPGs is useful to the real trade of war. However, we point out what an unrealistic theater of war WORLD OF WARCRAFT really is. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24674 ER - TY - CHAP A1 - Schrape, Niklas T1 - Playing with information : how political games encourage the player to cross the magic circle N2 - The concept of the magic circle suggests that the experience of play is separated from reality. However, in order to interact with a game’s rule system, the player has to make meaningful interpretations of its representations – and representations are never neutral. Games with political content refer in their representations explicitly to social discourses. Cues within their representational layers provoke the player to link the experience of play to mental concepts of reality. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24668 ER - TY - CHAP A1 - Pohl, Kirsten T1 - Ethical reflection and emotional involvement in computer games N2 - This paper focuses on the way computer games refer to the context of their formation and ask how they might stimulate the user’s understanding of the world around him. The central question is: Do computer games have the potential to inspire our reflection about moral and ethical issues? And if so, by which means do they achieve this? Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum, I will argue in favor of an ethical criticism for computer games. Two aspects will be brought into focus: the ethical reflection in the artifact as a whole, and the recipient’s emotional involvement. The paper aims at evaluating the interaction of game content and game structure in order to give an adequate insight into the way computer games function and affect us. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24652 ER - TY - CHAP A1 - Neitzel, Britta T1 - Metacommunicative circles N2 - The paper uses Gregory Bateson’s concept of metacommunication to explore the boundaries of the ‘magic circle’ in play and computer games. It argues that the idea of a self-contained “magic circle” ignores the constant negotiations among players which establish the realm of play. The “magic circle” is no fixed ontological entity but is set up by metacommunicative play. The paper further pursues the question if metacommunication could also be found in single-player computer games, and comes to the conclusion that metacommunication is implemented in single-player games by the means of metalepsis. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24647 ER - TY - CHAP A1 - Mukherjee, Souvik T1 - Gameplay in the "Zone of Becoming" : locating action in the computer game N2 - Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24638 ER -