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The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, 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 & lsquo;mediality & rsquo;, 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.
This volume was first published by Inter-Disciplinary Press in 2016. Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?
Fictional TV politics played a pivotal role in the popular imaginaries of the 2010s across cultures. Examining this curious phenomenon, Sebastian Naumann provides a wide-ranging analysis of the rapidly evolving landscape of contemporary polit-series. Proposing a novel structural model of serial television, he offers an innovative methodological framework for comparative textual analysis that integrates sociocultural, economic, sociotechnical, narratological, and aesthetic perspectives. This study furthermore explores how the changing affordances of (nonlinear) television impact serial storytelling and identifies key narrative trends and recurring themes in contemporary TV polit-fiction.
In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.
This is an open access title. It is made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 International license. It is available to read and download as a PDF version on the Oxford Academic platform. We live in a world where artificial intelligence and intensive use of personal data has become normalized. Companies across the world are developing and launching technologies to infer and interact with emotions, mental states, and human conditions. However, the methods and means of mediating information about people and their emotional states are incomplete and problematic. Automating Empathy offers a critical exploration of technologies that sense intimate dimen...
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conf...
Over the past roughly two decades, the interconnected concepts of reparation, restitution, and commemorative culture have gained renewed momentum – in academic discourse as much as in activist, artistic, and political contexts. This development insists on a critique of the material and systemic conditions of societies and global relations. In their 2018 report on the restitution of looted cultural artifacts, for example, Bénédicte Savoy and Felwine Sarr discuss restitutions in the light of a new ethics of relations. Individual acts of restitution, but also the processes of material and immaterial reparation that go with them, are viewed as mediators in the by definition irreparable legac...
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medie...
An investigation of artists' engagement with technical systems, tracing art historical lineages that connect works of different periods. “Machine art” is neither a movement nor a genre, but encompasses diverse ways in which artists engage with technical systems. In this book, Andreas Broeckmann examines a variety of twentieth- and early twenty-first-century artworks that articulate people's relationships with machines. In the course of his investigation, Broeckmann traces historical lineages that connect art of different periods, looking for continuities that link works from the end of the century to developments in the 1950s and 1960s and to works by avant-garde artists in the 1910s and...
Emotions are as old as humankind. But what do we know about them and what importance do we assign to them? Emotional Lexicons is the first cultural history of terms of emotion found in German, French, and English language encyclopaedias since the late seventeenth century. Insofar as these reference works formulated normative concepts, they documented shifts in the way the educated middle classes were taught to conceptualise emotion by a literary medium targeted specifically to them. As well as providing a record of changing language use (and the surrounding debates), many encyclopaedia articles went further than simply providing basic knowledge; they also presented a moral vision to their re...