@book{GuenzelLiebeMerschetal.2010, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter and K{\"u}cklich, Julian and Warnke, Martin and Cermak-Sassenrath, Daniel and Michael, Nitsche and Nohr, Rolf F. and Wenz, Karin and Wiemer, Serjoscha and Venus, Jochen and Butler, Mark}, title = {Logic and structure of the computer game}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, isbn = {978-3-86956-064-9}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-42695}, publisher = {Universit{\"a}t Potsdam}, year = {2010}, abstract = {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.}, language = {en} } @inproceedings{MuellerCoppockLiebeetal.2008, author = {M{\"u}ller, Petra and Coppock, Patrick and Liebe, Michael and Mersch, Dieter and Bogost, Ian and Bartle, Richard and Juul, Jesper and L{\o}vlie, Anders Sundnes and Pohl, Kirsten and Schrape, Niklas and Hoffstadt, Christian and Nagenborg, Michael and Liboriussen, Bjarke and Meldgaard, Betty Li and G{\"u}nzel, Stephan and Ljungstr{\"o}m, Mattias and Jennett, Charlene and Cox, Anna L. and Cairns, Paul and Mukherjee, Souvik and Pinchbeck, Dan and Glash{\"u}ttner, Robert}, title = {Conference proceedings of The Philosophy of Computer Games 2008}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-940793-49-2}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-20072}, pages = {341}, year = {2008}, abstract = {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.}, language = {en} } @book{GuenzelLiebeMerschetal.2009, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter and Castendyk, Oliver and Lange, Andreas and M{\"o}ller, Ingrid and Krah{\´e}, Barbara and Tobias, James and Spieler, Klaus and B{\"o}hme, Stefan and Glash{\"u}ttner, Robert and J{\"o}ckel, Sven and Dogruel, Leyla and Mosel, Michael and Quack, Sebastian and Rumbke, Leif and Walz, Steffen P.}, title = {DIGAREC Lectures 2008/09 : Vortr{\"a}ge am Zentrum f{\"u}r Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-004-5}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-33324}, publisher = {Universit{\"a}t Potsdam}, pages = {256}, year = {2009}, abstract = {Der zweite Band der DIGAREC Series beinhaltet Beitr{\"a}ge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beitr{\"a}gen von Oliver Castendyk (Erich Pommer Institut), Stephan G{\"u}nzel mit Michael Liebe und Dieter Mersch (Universit{\"a}t Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid M{\"o}ller mit Barbara Krah{\´e} (Universit{\"a}t Potsdam), Klaus Spieler (Institut f{\"u}r digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan B{\"o}hme (HBK Braunschweig), Robert Glash{\"u}ttner (Wien), Sven J{\"o}ckel (Universit{\"a}t Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universit{\"a}t Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Z{\"u}rich).}, language = {mul} } @inproceedings{Liebe2008, author = {Liebe, Michael}, title = {There is no magic circle : on the difference between computer games and traditional games}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24597}, year = {2008}, abstract = {This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player's actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. - Thus, there is no magic circle.}, language = {en} } @article{Liebe2013, author = {Liebe, Michael}, title = {Interactivity and Music in Computer Games}, series = {Music and Game : Perspectives on a Popular Alliance}, journal = {Music and Game : Perspectives on a Popular Alliance}, publisher = {Springer}, address = {Wiesbaden}, isbn = {978-3-531-17409-9}, pages = {41 -- 62}, year = {2013}, language = {de} } @article{GuenzelLiebeMersch2010, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, title = {Logic and structure of the computer game}, series = {DIGAREC series}, journal = {DIGAREC series}, number = {4}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, issn = {1867-6227}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-43020}, pages = {16 -- 35}, year = {2010}, abstract = {This paper comprises four parts. Firstly, an overview of the mathematics of decision logic in relation to games and of the construction of narration and characters is given. This includes specific limits of the use of decision logic pertaining to games in general and to storytelling in particular. Secondly, the rule system as the medial unconsciousness is focused on. Thirdly, remarks are made on the debate between ludology and narratology, which had to fail as it missed the crucial point: the computer game as a medium. Finally, gaming in general, as well as its relationship to chance, coincidence, emergence, and event is discussed.}, language = {en} } @article{GuenzelLiebeMersch2011, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, title = {Introduction}, series = {DIGAREC series}, journal = {DIGAREC series}, number = {6}, issn = {1867-6219}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-49797}, pages = {6 -- 17}, year = {2011}, language = {de} } @article{GuenzelLiebeMersch2009, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, title = {The medial form of computer games}, series = {DIGAREC Lectures 2008/09 : Vortr{\"a}ge am Zentrum f{\"u}r Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009}, journal = {DIGAREC Lectures 2008/09 : Vortr{\"a}ge am Zentrum f{\"u}r Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009}, number = {2}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-004-5}, issn = {1867-6219}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-33247}, pages = {32 -- 44}, year = {2009}, abstract = {The claim is made, that in order to analyze them sufficiently, computer games first of all have to be described according to their mediality, understood as the very form in which possible contents are presented to be interacted with. This calls for a categorical approach that defines the condition of possible actions that are determined by the program, but that can only be perceived as aesthetic features.}, language = {en} } @article{GuenzelLiebeMersch2010, author = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, title = {Introduction}, isbn = {978-3-86956-064-9}, year = {2010}, language = {de} }