TY - JOUR A1 - Wolf, Mark J. P. T1 - Theorizing navigable space in video games JF - DIGAREC Series N2 - Space is understood best through movement, and complex spaces require not only movement but navigation. The theorization of navigable space requires a conceptual representation of space which is adaptable to the great malleability of video game spaces, a malleability which allows for designs which combine spaces with differing dimensionality and even involve non-Euclidean configurations with contingent connectivity. This essay attempts to describe the structural elements of video game space and to define them in such a way so as to make them applicable to all video game spaces, including potential ones still undiscovered, and to provide analytical tools for their comparison and examination. Along with the consideration of space, there will be a brief discussion of navigational logic, which arises from detectable regularities in a spatial structure that allow players to understand and form expectations regarding a game’s spaces. Y1 - 2011 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-49809 SN - 1867-6219 SN - 1867-6227 IS - 6 SP - 18 EP - 49 ER - TY - JOUR A1 - Salen, Katie T1 - Pokéwalkers, mafia dons, and football fans BT - play mobile with me JF - DIGAREC Series N2 - This paper addresses a theoretical reconfiguration of experience, a repositioning of the techno-social within the domains of mobility, games, and play, and embodiment. The ideas aim to counter the notion that our experience with videogames (and digital media more generally), is largely “virtual” and disembodied – or at most exclusively audiovisual. Notions of the virtual and disembodied support an often-tacit belief that technologically mediated experiences count for nothing if not perceived and valued as human. It is here where play in particular can be put to work, be made to highlight and clarify, for it is in play that we find this value of humanity most wholly embodied. Further, it is in considering the design of the metagame that questions regarding the play experience can be most powerfully engaged. While most of any given game’s metagame emerges from play communities and their larger social worlds (putting it out of reach of game design proper), mobile platforms have the potential to enable a stitching together of these experiences: experiences held across time, space, communities, and bodies. This coming together thus represents a convergence not only of media, participants, contexts, and technologies, but of human experience itself. This coming together is hardly neat, nor fully realized. It is, if nothing else, multifaceted and worthy of further study. It is a convergence in which the dynamics of screen play are reengaged. Y1 - 2011 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-49824 SN - 1867-6219 SN - 1867-6227 IS - 6 SP - 70 EP - 86 ER - TY - JOUR A1 - Mäyrä, Frans A1 - Ermi, Laura T1 - Fundamental components of the gameplay experience BT - analysing immersion JF - DIGAREC Series N2 - This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices all came together to frame gameplay within something we called game cultures. Culture was the keyword, since we were not interested in studying games and play experiences in isolation, but rather as part of the rich meaning- making practices of lived reality. Y1 - 2011 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-49831 SN - 1867-6219 SN - 1867-6227 IS - 6 SP - 88 EP - 115 ER - TY - BOOK A1 - Berbig, Roland A1 - D'Aprile, Iwan-Michelangelo A1 - Peitsch, Helmut A1 - Schütz, Erhard T1 - Berlins 19. Jahrhundert : ein Metropolen-Kompendium Y1 - 2011 SN - 978-3-05-005083-6 PB - Akad.-Verl. CY - Berlin ER - TY - JOUR A1 - Aarseth, Espen T1 - Define real, Moron! BT - Some remarks on game ontologies JF - DIGAREC Series N2 - Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways. Y1 - 2011 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-49810 SN - 1867-6219 SN - 1867-6227 IS - 6 SP - 50 EP - 69 ER - TY - BOOK A1 - Aarseth, Espen A1 - Manovich, Lev A1 - Mäyrä, Frans A1 - Salen, Katie A1 - Wolf, Mark J. P. ED - Günzel, Stephan ED - Liebe, Michael ED - Mersch, Dieter T1 - DIGAREC Keynote-Lectures 2009/10 N2 - The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego). T3 - DIGAREC Series - 06 KW - Computerspiele KW - Spieledesign KW - Medienphilosophie KW - Soziale Netzwerke KW - Datenvisualisierung KW - Computer Games KW - Game Design KW - Media Philosophy KW - Social Networks KW - Data Visualization Y1 - 2011 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-49780 SN - 978-3-86956-115-8 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter T1 - Introduction JF - DIGAREC series Y1 - 2011 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-49797 SN - 1867-6219 SN - 1867-6227 IS - 6 SP - 6 EP - 17 ER - TY - JOUR A1 - Mersch, Dieter T1 - Philosophien neuer Musik Y1 - 2011 SN - 978-3-7957-0752-1 ER - TY - JOUR A1 - Mersch, Dieter T1 - Aspects of Visual Epistemology : on the "Logic" of the Iconic Y1 - 2011 ER - TY - JOUR A1 - Mersch, Dieter T1 - Aspekte visueller Epistemologie : zur "Logik" des Ikonischen Y1 - 2011 SN - 978-3-86838-115-3 ER - TY - JOUR A1 - Mersch, Dieter T1 - Res medii : von der Sache des Medialen Y1 - 2011 SN - 978-3-8376-1181-6 ER - TY - JOUR A1 - Mersch, Dieter T1 - Ikonizität : Theorien des Bildlichen nach Wittgenstein Y1 - 2011 SN - 978-3- 7705-5079-1 ER - TY - JOUR A1 - Mersch, Dieter T1 - Bildlichkeit: Splitter, Fragmente Y1 - 2011 SN - 978-3-16-150821-9 ER - TY - JOUR A1 - Stillmark, Hans-Christian T1 - Das Geschichtsdrama : ein Erbstück der DDR-Literatur N2 - Der Aufsatz beschäftigt sich mit dem Genre des Geschichtsdramas und verweist auf das Problem des Dramas wie auf das der Geschichte im Verlaufe der DDR-Entwicklung und danach. Untersucht werden die Abweichung und Aufloesungserscheinungen des aristotelischen Dramas unter den Bedingung einer geschwundenen Geschichtsutopie. Y1 - 2011 ER - TY - BOOK ED - Jehle, Peter ED - Stillmark, Hans-Christian ED - Schütte, Ilse ED - Schulte, Klaus ED - Pappritz, Thomas T1 - Das Argument 295: Zukunft aus der Vergangenheit? - Zum künstlerischen und kulturellen Erbe der DDR N2 - Im Band werden Überlegungn angestellt, das heute weitgehend verfemte Erbe der DDR-Kultur für eine neue Besichtigung fernab von "Wendewut" bereitzustellen. Y1 - 2011 SN - 0004-1157 PB - Argument Verl. CY - Hamburg ER - TY - BOOK A1 - Lehnert, Gertrud T1 - Herzanker : Dichterinnen und die Liebe Y1 - 2011 SN - 978-3-351-03345-3 PB - Aufbau-Verl. CY - Berlin ER - TY - BOOK ED - Lehnert, Gertrud ED - Siewert, Stephanie T1 - Spaces of desire - spaces of transition : space and emotions in modern literature Y1 - 2011 SN - 978-3-631-60617-9 PB - Lang Peter GmbH Internationaler Verlag der Wissenschaften CY - Frankfurt ER - TY - THES A1 - Kim, Ji-Hye T1 - Ich höre das Fremde und spiele das Eigene : Musik, Kultur und Identitätsbildung am Beispiel Samulnori Y1 - 2011 SN - 978-3-942080-03-3 PB - Zlotopol CY - Berlin ER - TY - JOUR A1 - Stillmark, Hans-Christian T1 - Transformationsräume im Werk Wolfgang Hilbigs N2 - Der Beitrag untersucht bestimmte Raeume, die in Wolfgang Hilbigs Prosawerk wiederholt auftauchen und die mit einer bestimmten affektiven Ladung ausgestattet sind. Es sind dies die Kuechen, die in Hilbigs Werk einer Geschlechtsverwandlung von einem ehemals weiblichen in einen maennlichen Arbeitsraum unterzogen werden. Auch werden idyllische Waldsiedlungen in Hilbigs Geschichten zu Staetten, die vom Judenmord durchzogen werden. Generall kann verallgemeinert werden, dass Hilbigs Raeume Transformationen unterliegen, die Verwandlungen bewirken. Y1 - 2011 SN - 978-3-8376-1404-6 ER - TY - JOUR A1 - Stillmark, Hans-Christian T1 - Zu Kleists theatralischer Transformation der Körper N2 - Der Beitrag untersucht Kleists Dramentexte vor allem im Hinblick auf den "Skandal" des Koerpers und versucht dafuer eine Erklaerung zu finden. Diese besteht zunaechst im Herausfall aus dem Paradigma des aesthetischem Koerpers als einem schoenen Koerper. Zum zweiten aber auch darin, das Kleist mit seinen literarischen Mitteln eine drastische Performation des Koerpers fuer das Buehnenstueck vornahm ohne dafuer eine theatralische Praxis zu haben. Der Einsatz des Koerpers als ein Zeichen im Buehnenspiel ist daher strategisch vom Autor Kleist zu einer Aussage performiert worden, die neben den Aussagen des sprachlichen Textes eine weitere koerpersprachliche Textur konstruiert. Y1 - 2011 SN - 978- 3-939888-93-2 ER -