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 - 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 - TY - BOOK A1 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter A1 - Castendyk, Oliver A1 - Lange, Andreas A1 - Möller, Ingrid A1 - Krahé, Barbara A1 - Tobias, James A1 - Spieler, Klaus A1 - Böhme, Stefan A1 - Glashüttner, Robert A1 - Jöckel, Sven A1 - Dogruel, Leyla A1 - Mosel, Michael A1 - Quack, Sebastian A1 - Rumbke, Leif A1 - Walz, Steffen P. ED - Günzel, Stephan ED - Liebe, Michael ED - Mersch, Dieter T1 - DIGAREC Lectures 2008/09 : Vorträge am Zentrum für Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009 N2 - Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich). T3 - DIGAREC Series - 02 Y1 - 2009 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-33324 SN - 978-3-86956-004-5 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - CHAP A1 - Liebe, Michael T1 - There is no magic circle : on the difference between computer games and traditional games N2 - 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. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24597 ER - TY - JOUR A1 - Liebe, Michael T1 - Interactivity and Music in Computer Games JF - Music and Game : Perspectives on a Popular Alliance Y1 - 2013 SN - 978-3-531-17409-9 SP - 41 EP - 62 PB - Springer CY - Wiesbaden ER - TY - JOUR A1 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter T1 - Logic and structure of the computer game JF - DIGAREC series N2 - 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. Y1 - 2010 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-43020 SN - 1867-6227 SN - 1867-6219 IS - 4 SP - 16 EP - 35 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 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter T1 - The medial form of computer games JF - DIGAREC Lectures 2008/09 : Vorträge am Zentrum für Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009 N2 - 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. Y1 - 2009 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-33247 SN - 978-3-86956-004-5 SN - 1867-6219 IS - 2 SP - 32 EP - 44 PB - Universitätsverlag Potsdam CY - Potsdam ER - TY - JOUR A1 - Günzel, Stephan A1 - Liebe, Michael A1 - Mersch, Dieter T1 - Introduction Y1 - 2010 SN - 978-3-86956-064-9 ER -