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practitioners and game re- searchers from different disciplines. He is a lecturer on video game effects, a speaker, and a strong advocate of games for learning. His interest in investigat- ing violence in video games began in 2005 with a user experience study of GRAND THEFT AUTO. Schnaars, Cornelia J., is currently a master’s student of Computer Game Stud- ies at University of Bayreuth. She received a bachelor’s degree in Media Culture and English Studies from University of Cologne. Besides the Young Academics Workshop in 2017 and 2018, she also presented a paper at

/7/10/17550276/guild-wars-2-arenanet-firings-jessica-price-gamergate 24 Haraway, Donna: “A Cyborg Manifesto: Science, Technology, and Socialist- Feminism in the Late Twentieth Century,” in: Simians, Cyborgs and Women: The Reinvention of Nature, London/New York: Routledge 1991, pp. 149-182. 25 Prescott, Julie/Bogg, Jan: Gender Divide and the Computer Game Industry, Her- shey, PA: IGI Global, 2014. FEMINIST INTERVENTIONS FOR BETTER FUTURES OF DIGITAL GAMES | 217 the proper state of mind in others.”26 The firing of Jessica Price and Peter Fries for failing to manage the

. Photo: Jorunn Solli Figure 3: A phone booth for Clark Kent. © Museum of Cultural History, University of Oslo. Photo: Jorunn Solli PER B. REKDAL126 The computer game served as a transition to the aesthetics of war as communicated to spectators. Here, visitors could sit in a comfortable chair in a Norwegian living room and watch the fighter planes of Operation Desert Storm (the liberation of Ku- wait) take off into the beautiful sunset. On the wall of the living room, there was a romantic painting of a Norwegian nature scene and family photographs. Those who

. Thus their representatives were accused to have mainly political reasons, i.e. trying to safeguard their exclusive claim for the newly created jobs analyzing computer games. Narratologists have tried to describe computer games from the point of view of narrativity. One of their most astute representatives, Marie-Laure Ryan, has formulated the possibilities and limits of such an approach in the following way: Are we then entitled to say that a computer game is, or can be a narra- tive? To parody former President Clinton, it all depends on what the meaning of

What Do They Represent? Computer Games as Spatial Concepts Stephan Günzel Since the late 1980s a so called ‘spatial turn’ affected the arts and humanities, fore- most cultural studies. Also, computer game studies took a turn towards space, if they were not from the very beginning always about analyzing the spatiality of digital games (Günzel 2010). Nevertheless, this contribution investigates not only spatial theories, but suggests a further possible turn within the spatial turn and look at computer games themselves as spatial concepts. This means that in

ideas first in 1989 at the Game Developers Con- ference that he had founded. See the video recording: http://www.erasmatazz.com/per sonal/videos/fundamentals-of-interactivi.html. He is quoted here after a print version that was published four years later: Crawford, Chris: “Fundamentals of Interactivity”. The Journal of Computer Game Design 7 (1993/94); http://www.erasmatazz.com/libra ry/the-journal-of-computer/jcgd-volume-7/fundamentals-of-interactivi.html 15 For immersion in the digital transmedium see Freyermuth: “From Analog to Digital Image Space: Towards a

Older Women on the Game: Understanding Digital Game Perspectives from an Ageing Cohort HannaH marston and sHeri graner-ray 1. intRoduction There has been a substantial amount of activity in the game industry in rela- tion to the deployment of digital games since their demise in the late 1950s and early 1960s. Conversely, within the early part of the 21st century, research- ers have also taken an interest in digital games and their use within society for health, rehabilitation, societal engagement and playing for fun. The first computer game to be released by

221 Literatur Aarseth, Espen (2001): »Computer Game Studies, Year One«, in: Game Stu- dies 1/1, www.gamestudies.org/0101/editorial.html, zuletzt gelesen am 1. Juni 2008. Abbate, Janet (2000): Inventing the Internet, Cambridge, Mass. [u.a.]: MIT Press. Adorno, Theodor W. (1969): »Kultur und Verwaltung«, in: ders., Soziologische Schriften I, Frankfurt a.M.: Suhrkamp, S. 122-146. Alby, Tom (2008): Web 2.0. Konzepte, Anwendungen, Technologien, München: Hanser. Alheit, Peter/Dausien, Bettina (2000): »Die biographische Konstruktion der Wirklichkeit. Überlegungen

Developers Conference; siehe den Videomitschnitt unter: http://www.erasma tazz.com/personal/videos/fundamentals-of-interactivi.html. Die hier zitierte Druckfas- sung erschien vier Jahre später: Crawford, Chris: »Fundamentals of Interactivity«, The Journal of Computer Game Design 7 (1993/94), http://www.erasmatazz.com/library/ the-journal-of-computer/jcgd-volume-7/fundamentals-of-interactivi.html 226 | III GAME STUDIES öffnet sich ein neuer, noch immersiverer Umgang mit digitalen Spielen.15 Eine Theorie der Interaktion in und mit digitalen Spielen als ein

Zwick). In: Ka�a Friedrich, Friederike Siller & Albert Treber (eds.): Smart and Mobil-Digital Communication as a Challenge for Education, Pedagogy and Politics (Munich: kopaed 2015). Website: www.angelika-beranek.de Boudreau, Kelly, Lecturer in Games Studies & Design at Brunel University London. Selected publications: "Two Players: Biography and 'Played Sociabil­ ity' in EverQuest" (with Bart Simon & Mark Silverman). In: Game Studies: The International Journal of Computer Game Research (2009); "Families and Social Network Games" (with Mia Consalvo). In