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Architecture. In: Noah Wardrip-Fru- in/Pat Harrigan (Hg.): First Person. New Media as Story, Performance, and Game. Cambridge, MA 2004, S. 118-130. Jenkins, Henry: The Wow Climax. Tracing the Emotional Impact of Popular Cul- ture. New York 2007. Jenson, Jennifer/Castell, Suzanne de: Theorizing Gender and Digital Gameplay. Oversights, Accidents and Surprises. In: Eludamos. Journal for Computer Game Culture 2 (2008), H. 1, S. 15-25. Jörissen, Benjamin: The Body is the Message. Avatare als visuelle Artikulationen, soziale Aktanten und hybride Akteure. In: Paragrama 17 (2008

hidden information. The problem is not necessarily that the reader’s interactivity inevitably interrupts her immersion into the story. As long as the reader’s exact observation of the text and reasoning about the data revealed is rewarded with access to the next segment of text, she can still feel like a real detective coming closer and closer to the solution of the case as demonstrated by the discussed computer game Sherlock Holmes: The Case of the Silver Earring. The problem occurs when infor- mation is disclosed at the wrong time as can be expected in

Children’s Participation in the Development of Online Games1 LIAM BERRIMAN This chapter is concerned with recent computer game industry design methods that seek to enrol children’s participation in the co-development of online games2. This includes instances where young gamers are invited to act as beta testers of new game features or to provide suggestions and feedback to game designers via social media. Co-production and co-creation have become an area of growing re- search interest in computer game studies over the last decade – particularly

selten können akademische Dis- ziplinen begründet werden, die zu ihrem Gegenstand ein kulturelles Leitme- dium haben. Bereits Anfang der 1980er Jahre formte sich eine theoretische und auch (aus-)bildungsorientierte Perspektive auf digitale Spiele, zunächst im Bereich des Game Design. Bahnbrechend war 1984 Chris Crawfords The Art of Computer Game Design.7 Um dieselbe Zeit entwickelten sich erste sozial- und geisteswissenschaftliche Ansätze. Richtungsweisende Studien, die digitale Spiele als ein neues Medium und eine neue Ausdrucksform be- griffen und

long as the PC. Specifically designed mobile gaming devices have given a whole new dimension to these games. That these devices can also be used as a phone is of lesser relevance for the active gamer, for them they offer the ultimate integration of virtual and tangible reality. Admittedly, “computer gamers” are a very small consumer group, but operators cer- tainly made this a better word to live in for the gamers when they of- fered them both the ability to take their games with them when they like to leave their houses as well as to integrated their real physical

. Findings from an Explorative Interview Study on Older Computer Gamers«, in: Games and Culture (2008). 9 Vgl. z.B. Kafai, Yasmin B./Tynes, Brendesha M./Richard, Gabriela T. (Hg.): Di- versifying Barbie and Mortal Kombat. Intersectional Perspectives and Inclusive Designs in Gaming, Pittsburgh, PA: ETC Press 2016. 10 Vgl. z.B. Stein, Abraham/Mitgutsch, Konstantin/Consalvo, Mia: »Who Are Sports Gamers? A Large Scale Study of Sports Video Game Players«, in: Con- vergence 19.3 (2013), S. 345-363. 11 Vgl. J. Juul: A Casual Revolution. 12 CANDY CRUSH (King 2012, O

Bodies That Matter in the Pursu it of Esports EMMA WITKOWSKI This study explores the practices and processes of embodiment in esports as it transitions into a professional culture of play 1 As a practice of formally orga­ nized competitive computer game play, esports is in its third decade. Tourna­ ment play during the "golden years of arcades" (1978-1981) 2 saw sported themed games like ATARI FOOTBALL3 and PONG4 enticing local players to com­ pete for a small prize purse and arcade fame. These early tournaments, promoted and documented in Atari 's Coin

May 2008, she – together with a team of live interpreters from several countries – now provides live interpre- tation for several museums, schools, castles, and heritage centres to recreate history in an enjoyable and educational way. She is devel- oping a computer game that will provide school children with an in- teractive learning opportunity with regard to the past. Michiko Uike-Bormann is a research fellow at the Institute of So- cial and Cultural Anthropology at the University of Freiburg, Ger- many. She studied Cultural Anthropology, Japanese Studies

repertoire of representational pow- ers is its procedural nature, its ability to capture experience as systems of interre- 25 Murray focuses on intera tems that can embody behaviorism. This distinguishes them from older media, which could only represent processes through description but could not provide 24 Baron, J orio- Eludamos. Journal for Computer Game Culture 4:2 (2010), pp. 303-314, here p. 303. 25 Murray, Janet H.: Hamlet on the Holodeck. The Future of Narrative in Cyberspace, New York i.a.: The Free Press 2016, p. 254. 104 | RÜDIGER BRANDIS their

reinforced as a market choice between “playful” home computers and “legitimate” PC’s, between “creative” Apple and “bureaucratic” IBM-compati- ble PC’s. Rather than an interface enabling an omnipresent, hybrid practice of play/non-play, games now refer to a booming market of individual, self-con- tained computer game products. What remained was the creativity hypothesis with a medial a priori. “Gamification” has been booming for about 15 years as a diagnosis of con- temporary journalism, marketing, management, healthcare, and science. The penetration of work