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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.
Der Aufsatz beschäftigt sich mit dem Genre des Geschichtsdramas und verweist auf das Problem des Dramas wie auf das der Geschichte im Verlaufe der DDR-Entwicklung und danach. Untersucht werden die Abweichung und Aufloesungserscheinungen des aristotelischen Dramas unter den Bedingung einer geschwundenen Geschichtsutopie.
Der Beitrag untersucht bestimmte Raeume, die in Wolfgang Hilbigs Prosawerk wiederholt auftauchen und die mit einer bestimmten affektiven Ladung ausgestattet sind. Es sind dies die Kuechen, die in Hilbigs Werk einer Geschlechtsverwandlung von einem ehemals weiblichen in einen maennlichen Arbeitsraum unterzogen werden. Auch werden idyllische Waldsiedlungen in Hilbigs Geschichten zu Staetten, die vom Judenmord durchzogen werden. Generall kann verallgemeinert werden, dass Hilbigs Raeume Transformationen unterliegen, die Verwandlungen bewirken.
Der Beitrag untersucht Kleists Dramentexte vor allem im Hinblick auf den "Skandal" des Koerpers und versucht dafuer eine Erklaerung zu finden. Diese besteht zunaechst im Herausfall aus dem Paradigma des aesthetischem Koerpers als einem schoenen Koerper. Zum zweiten aber auch darin, das Kleist mit seinen literarischen Mitteln eine drastische Performation des Koerpers fuer das Buehnenstueck vornahm ohne dafuer eine theatralische Praxis zu haben. Der Einsatz des Koerpers als ein Zeichen im Buehnenspiel ist daher strategisch vom Autor Kleist zu einer Aussage performiert worden, die neben den Aussagen des sprachlichen Textes eine weitere koerpersprachliche Textur konstruiert.
This paper addresses a theoretical reconfiguration of experience, a repositioning of the techno-social within the domains of mobility, games, and play, and embodiment. The ideas aim to counter the notion that our experience with videogames (and digital media more generally), is largely “virtual” and disembodied – or at most exclusively audiovisual. Notions of the virtual and disembodied support an often-tacit belief that technologically mediated experiences count for nothing if not perceived and valued as human. It is here where play in particular can be put to work, be made to highlight and clarify, for it is in play that we find this value of humanity most wholly embodied. Further, it is in considering the design of the metagame that questions regarding the play experience can be most powerfully engaged. While most of any given game’s metagame emerges from play communities and their larger social worlds (putting it out of reach of game design proper), mobile platforms have the potential to enable a stitching together of these experiences: experiences held across time, space, communities, and bodies. This coming together thus represents a convergence not only of media, participants, contexts, and technologies, but of human experience itself. This coming together is hardly neat, nor fully realized. It is, if nothing else, multifaceted and worthy of further study. It is a convergence in which the dynamics of screen play are reengaged.
This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices all came together to frame gameplay within something we called game cultures. Culture was the keyword, since we were not interested in studying games and play experiences in isolation, but rather as part of the rich meaning- making practices of lived reality.
Philosophien neuer Musik
(2011)