TY - CHAP A1 - Möring, Sebastian A1 - Aarseth, Espen T1 - The game itself? BT - Towards a Hermeneutics of Computer Games T2 - International Conference on the Foundations of Digital Games (FDG ’20) N2 - In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis. Y1 - 2020 U6 - https://doi.org/0.1145/3402942.3402978 SP - 1 EP - 8 PB - ACM CY - New York ER - TY - CHAP A1 - Möring, Sebastian A1 - Aarseth, Espen T1 - The game itself? BT - Towards a Hermeneutics of Computer Games T2 - International Conference on the Foundations of Digital Games (FDG ’20) N2 - In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis. Y1 - 2020 U6 - https://doi.org/10.1145/3402942.3402978 SP - 1 EP - 8 PB - ACM CY - New York ER - TY - CHAP A1 - Günzel, Stephan T1 - The space-image BT - Interactivity and spatiality of computer games N2 - In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24561 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 -