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Define real, Moron!
(2011)
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.
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.
Die besondere Beziehung zwischen Humboldt und Darwin, zwei der bedeutendsten Persönlichkeiten in der Welt der Naturwissenschaften und der Biologie des 19. Jahrhunderts, wird detailliert auf den verschiedenen Ebenen ihres Kontaktes analysiert, sowohl was das real stattgefundene persönliche Treffen betrifft, als auch hinsichtlich ihrer Korrespondenz und der Koinzidenz von Ideen. Dieser wechselseitige Blick zeigt uns wie sich die beiden Gelehrten gegenseitig wahrnahmen, ob sie wirklich versuchten, mit dem Paradigma ihrer bedeutenden Vorgänger zu brechen, oder ob sie lediglich schrittweise das bereits erlangte Wissen erweiterten, bis es durch die Erstellung einer genialen Idee zu einem Bruch des bisherigen Wissens kommt. Bekannt ist die wiederholte Referenz von Darwin auf die Werke Humboldts, insbesondere auf die Tagebücher des deutschen Naturwissenschaftler und seine Art der Beschreibung der amerikanischen Natur in ihrer ganzen Reichhaltigkeit. Weniger bekannt hingegen sind andere Verweise in seiner Autobiografie, sowie die wissenschaftliche Verwendung des Humboldtschen Werkes oder die Zitate in seiner Korrespondenz, die in diesem Beitrag aufgezeigt werden. Darüber hinaus wird die Verwendung der frühen Schriften von Darwin durch Humboldt in einigen seiner Publikationen, vor allem im Kosmos, erwähnt.
This is the second part of the presentation of data elicited by means of QUIS within the project on information structure in Gur and Kwa languages. Whereas the first part (Anne Schwarz) introduces the project and the rationals behind the development of the focus translation task, this part provides some comparative remarks gained from the data presented in both parts.
Contents: 1. Introduction 2. Selection of QUIS Data for Comparative Goals 2.1 Fairy Tale (Topic and Focus in Coherent Discourse) 2.2 Focus Translation Extract 3. On the Presentation and Comparison of the Data 4. Buli 4.1 Tomatoes Fairy Tale in Buli 4.2 Focus Translation Extract in Buli 5. Kɔnni 5.1 Tomatoes Fairy Tale in Kɔnni 5.2 Focus Translation Extract 6. Baatɔnum 6.1 Tomatoes Fairy Tale in Baatɔnum 6.2 Focus Translation Extract in Baatɔnum
This article presents a situation description production experiment investigating the interaction between syntax and information structure in Akan, a tone language that belongs to the Kwa branch of the Niger- Congo family spoken in Ghana. Information structure was elicited via context questions that put the object in narrow informational focus or narrow corrective focus while controlling for the tonal structure of the target word. Contrary to the prediction that corrective focus is marked by fronting and morphological marking of the focused constituent the data suggest that the in-situ strategy is the preferred one.
Ngizim fieldnotes
(2011)
This chapter presents field notes of the West Chadic language Ngizim, spoken in North-East Nigeria. In Ngizim, subject focus is indicated by subject inversion, whereas the word order of sentences with focused non-subjects can remain unchanged. The goal of the field work was to find out more about focus marking in Ngizim.
This paper is a critical examination of the relationship between reality and simulation. After a brief theoretical introduction, it unfolds its argument on an empirical level, using a thick game playing description of GRAND THEFT AUTO IV. This in-game experience serves as material for the subsequent analysis, in the course of which defining characteristics of computer game playing are formulated. Finally, on the basis of this analysis, the paper postulates the hypothesis that playing computer games like GTA IV promotes competency in deconstructing simulations and implements a cyclic logic of recreation.
In recent years computer games have been discussed by a variety of disciplines from various perspectives. A fundamental difference with other media, which is a point of continuous consideration, is the specific relationship between the viewer and the image, the player and the game apparatus, which is a characteristic of video games as a dispositive. Terms such as immersion, participation, interactivity, or ergodic are an indication of the deep interest in this constellation. This paper explores the resonance between body and image in video games like REZ, SOUL CALIBUR and DANCE DANCE REVOLUTION from the perspective of a temporal ontology of the image, taking particular account of the structuring power of the interface and its subject positioning aspects.
The debate whether to locate the narrative of digital games a) as part of the code or b) as part of the performance will be the starting point for an analysis of two roleplaying games: the single-player game ZELDA: MAJORA’S MASK and the Korean MMORPG AION and their respective narrative logics. When we understand games as abstract code systems, then the narrative logic can be understood as embedded on the code level. With a focus on the player’s performance, the actualization of the possibilities given in the code system is central. Both logics, that of code and that of performance, are reflected in players’ narratives based on the playing experience. They do reflect on the underlying code and rules of the game system as they do reflect on the game world and their own performance within. These narratives rely heavily on the source text – the digital game –, which means that they give insights into the underlying logics of the source text. I will discuss the game structure, the players’ performance while playing the game and the performance of the player after playing the game producing fan narratives. I conceive the narrative structure and the performance of the player playing as necessarily interconnected when we discuss the narrative logics of a game. Producing fan narratives is understood as a performance as well. This performance is based on the experience the players made while playing and refers to both logics of the game they use as their source text.