TY - JOUR A1 - Cermak-Sassenrath, Daniel T1 - The logic of play in everyday human-computer interaction JF - DIGAREC series N2 - Communication, simulation, interactive narrative and ubiquitous computing are widely accepted as perspectives in humancomputer interaction. This paper proposes play as another possible perspective. Everyday uses of the computer increasingly show signs of similarity to play. This is not discussed with regard to the so-called media society, the playful society, the growing cultural acceptance of the computer, the spread of computer games or a new version of Windows, but in view of the playful character of interaction with the computer that has always been part of it. The exploratory learning process involved with new software and the creative tasks that are often undertaken when using the computer may support this argument. Together with its high level of interactivity, these observations point to a sense of security, autonomy and freedom of the user that produce play and are, in turn, produced by play. This notion of play refers not to the playing of computer games, but to an implicit, abstract (or symbolic) process based on a certain attitude, the play spirit. This attitude is discussed regarding everyday computer use and related to the other mentioned perspectives. Y1 - 2010 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-42720 SN - 1867-6227 SN - 1867-6219 IS - 4 SP - 80 EP - 108 ER - TY - BOOK A1 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter A1 - Kücklich, Julian A1 - Warnke, Martin A1 - Cermak-Sassenrath, Daniel A1 - Michael, Nitsche A1 - Nohr, Rolf F. A1 - Wenz, Karin A1 - Wiemer, Serjoscha A1 - Venus, Jochen A1 - Butler, Mark ED - Günzel, Stephan ED - Liebe, Michael ED - Mersch, Dieter T1 - Logic and structure of the computer game N2 - The fourth volume of the DIGAREC Series holds the proceedings to the conference “Logic and Structure of the Computer Game”, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of ‘mediality’, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure. T3 - DIGAREC Series - 04 Y1 - 2010 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-42695 SN - 978-3-86956-064-9 ER -