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1
UID:
gbv_591754037
Format: Online-Ressource (PDF-Datei: 341 S., 16.902 kB) , Ill., graph. Darst
Series Statement: DIGAREC Series 01
Content: This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, 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.
Note: Website zur Konferenz: http://gamephilosophy.org/
Additional Edition: ISBN 9783940793492
Additional Edition: Druckausg. Conference Proceedings of the Philosophy of Computer Games 2008 Potsdam : Potsdam Univ. Press, 2008 ISBN 9783940793492
Language: English
Subjects: Philosophy
RVK:
Keywords: Computerspiel ; Philosophie ; Konferenzschrift
Author information: Günzel, Stephan 1971-
Author information: Mersch, Dieter 1951-
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Associated Volumes
  • 2
    Online Resource
    Online Resource
    UID:
    gbv_591823861
    Format: Online-Ressource (PDF-Datei: 1.545 kB)
    Content: When people describe themselves as being in the gameʺ this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown/Cairns 2004). Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being in the game.ʺ Thirteen gamers were interviewed and the resulting grounded theory suggests being in the gameʺ does not necessarily mean presence (i.e. feeling like you are the character and present in the VE). Some people use this phrase just to emphasize their high involvement in the game. These findings differ with Brown and Cairns as they suggest at the highest state of immersion not everybody experiences presence. Furthermore, the experience of presence does not appear dependent on the game being in the first person perspective or the gamer being able to empathize with the character. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, and types of immersion.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 210-227
    In: year:2008
    In: pages:210-227
    Language: English
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  • 3
    UID:
    gbv_591835630
    Format: Online-Ressource (PDF-Datei: 1.222 kB)
    Content: This paper approaches the debate over the notion of magic circleʺ through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 296-307
    In: year:2008
    In: pages:296-307
    Language: English
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  • 4
    UID:
    gbv_591793148
    Format: Online-Ressource (PDF-Datei: 1.470 kB)
    Content: This paper focuses on the way computer games refer to the context of their formation and ask how they might stimulate the user’s understanding of the world around him. The central question is: Do computer games have the potential to inspire our reflection about moral and ethical issues? And if so, by which means do they achieve this? Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum, I will argue in favor of an ethical criticism for computer games. Two aspects will be brought into focus: the ethical reflection in the artifact as a whole, and the recipient’s emotional involvement. The paper aims at evaluating the interaction of game content and game structure in order to give an adequate insight into the way computer games function and affect us.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 092-107
    In: year:2008
    In: pages:092-107
    Language: English
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  • 5
    UID:
    gbv_591824531
    Format: Online-Ressource (PDF-Datei: 1.654 kB)
    Content: Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 228-241
    In: year:2008
    In: pages:228-241
    Language: English
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  • 6
    Online Resource
    Online Resource
    UID:
    gbv_591836076
    Format: Online-Ressource (PDF-Datei: 923 kB)
    Content: The paper uses Gregory Bateson’s concept of metacommunication to explore the boundaries of the ‘magic circle’ in play and computer games. It argues that the idea of a self-contained magic circleʺ ignores the constant negotiations among players which establish the realm of play. The magic circleʺ is no fixed ontological entity but is set up by metacommunicative play. The paper further pursues the question if metacommunication could also be found in single-player computer games, and comes to the conclusion that metacommunication is implemented in single-player games by the means of metalepsis.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 278-295
    In: year:2008
    In: pages:278-295
    Language: English
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  • 7
    Online Resource
    Online Resource
    UID:
    gbv_591824795
    Format: Online-Ressource (PDF-Datei: 1.176 kB)
    Content: This paper examines the use of the ecological approach to visual perception in relation to action in game spaces. By applying the ecological approach it is believed that we can gain new insights into the mechanisms of perceiving possibilities for action.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 156-169
    In: year:2008
    In: pages:156-169
    Language: English
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  • 8
    UID:
    gbv_591793687
    Format: Online-Ressource (PDF-Datei: 1.295 kB)
    Content: The concept of the magic circle suggests that the experience of play is separated from reality. However, in order to interact with a game’s rule system, the player has to make meaningful interpretations of its representations and representations are never neutral. Games with political content refer in their representations explicitly to social discourses. Cues within their representational layers provoke the player to link the experience of play to mental concepts of reality.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 108-124
    In: year:2008
    In: pages:108-124
    Language: English
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  • 9
    UID:
    gbv_591836564
    Format: Online-Ressource (PDF-Datei: 1.798 kB)
    Content: The paper aims to bring the experience of playing videogames closer to objective knowledge, where the experience can be assessed and falsified via an operational concept. The theory focuses on explaining the basic elements that form the core of the process of the experience. The name of puppetry is introduced after discussing the similarities in the importance of experience for both videogames and theatrical puppetry. Puppetry, then, operationalizes the gaming experience into a concept that can be assessed.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 308-323
    In: year:2008
    In: pages:308-323
    Language: English
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  • 10
    Online Resource
    Online Resource
    UID:
    gbv_591825430
    Format: Online-Ressource (PDF-Datei: 1.826 kB)
    Content: Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper therefore discusses the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior. Six categories of game space are covered: Joy of movement, exploration, tactical, social, performative, and creative spaces. Joy of movement is examined in detail, with a briefer explanation of the other categories.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 190-208
    In: year:2008
    In: pages:190-208
    Language: English
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