. Publikationen u. a.: Die Oberflächlichkeit
des Digitalen, in: Christina Lechtermann, Stefan Rieger
(Hg): Das Wissen der Oberfläche, Berlin, Zürich (diaphanes)
2015; Handschrift im digitalen Umfeld, in: Osnabrücker Bei-
träge zur Sprachtheorie, Nr. 85, 2014; «Tap, tap, flap, flap.»
Ludic Seriality, Digitality, and the Finger, in: Eludamos.
Journal for ComputerGame Culture, Vol. 8, Nr. 1, 2014,
33 – 46. www.tillheilmann.info
Rosalind C. Morris ist Anthropologin, Kulturtheoretike
rin und Medienkünstlerin. Sie lehrt als Professorin am
Department of Anthropology der
in the 20th century and the ‘fine-motor-skills-
digital sports’ that are on the rise today. Traditional sports are characterized by
a movement towards standardized, rationalized, medialized and commercialized
competitive arenas. When we view esports through the lens of sportification theory
and compare it to historical examples from other sports, current developments
in competitive computergaming (e. g. esports) come across as the latest addition
in a relatively long tradition of activities that have gone through sportification
processes. We argue that
, ethnographic field work.
Markus Appel is a Psychologist and a Professor of Media Communication at the
Human Computer Media-Institute, University of Würzburg, Germany. He is in-
350 | CULTURES OF COMPUTERGAME CONCERNS
terested in psychological questions of media communication, such as the pro-
cessing and the effects of fictional stories, the impact of the Internet and mobile
communication and user responses to humanoid robots.
Sandra Aßmann is an educational researcher with a focus on Media Education.
Following her occupation as Research Assistant at
, how such a transfer of urban, archi-
tectural- and spatial structures or configurations in general appears in regard
to the visual and navigational aspects. This idea has already been raised by
the Norwegian game researcher Espen Aarseth, who in 2001 wrote in a key
essay of computergame studies that spaces in video games must be under-
stood as allegories,6 hence as metaphors, that have been made interactive.
Inspired by this idea, Jenkins’ term of “narrative architecture” can be revised,
as a narration not specific to computer games, which first and foremost
Gamified applications for businesses were originally conceived within a
framework of product development and design (Deterding et al. 2011), similar to
the configuration of the computergame industry today, focusing on product sales
and surveying potential markets. The original approach attempts to condition
users through reward mechanics with the purpose of ‘hooking’ players to the
gamified service, based on the general belief that “[v]ariable-rate reinforcement is
effective at shaping a steady increase in the desired behaviour, apparently affecting
Prizes, Endorsements and Recommendations:
Positive Regulation of Computer Games
Media regulation is a nebulous concept with vastly different meanings, depending
on the involved institutions and parties, the practices and procedures that are em-
ployed and the issues that are to be addressed through them. In this chapter I am
interested in computergame regulation insofar as it can be considered a govern-
mental strategy following Foucault, which implies that there is a specific form of
productivity at play in the way computer
artistic artefacts in a “space machine”:
This aspect of space is central to understanding computer games as a medium.
Historically, since the game Tennis for Two in 1958, the computergame image
has moved ever fur ther into space—from simple, two-dimensional representa-
tions to highly complex, three-dimensional environments. [...] The subjective
view of the user into the space of the computergame is called the arbitrary
perspective. This new kind of gaze concludes the exploration of the computergame as a space machine.3
Schwingeler has also researched spatial
von Spiel und Spielen und warf einen bemerkens-
wert kritischen Blick auf die genannte öffentliche Verbots-Debatte (vgl. a. den
Ausstellungskatalog Deutsches Hygienemuseum Dresden 2005).
offen.2 Aus dem heterogenen interdisziplinären Feld hat sich mit den (Digital bzw.
Computer) Game Studies mittlerweile in den USA und Skandinavien ein neues Stu-
dien- und Forschungsfach herausgebildet und beginnt sich zu etablieren. Doch
gibt es weiterhin keine kohärente Theoriebildung, werden unterschiedlichste Per-
spektiven eingeschlagen und Akzente gesetzt
, J. (1967): Human Robots in Myth and Science. A. S. Barnes.
Crawford, C. (1984): The Art of ComputerGame Design. New York, NY: McGraw-Hill.
Deep Mind. AlphaGo Zero: Learning from scratch: https://deepmind.com/blog/
alphago-zero-learning-scratch [Accessed 14.11.2017].
De Paoli, S. (2013): Automatic Play and Player Deskilling in MMORPGs. Game
Studies 13 (1). Retrieved May 17, 2017, from http://gamestudies.org/1301/articles/
Dyer-Witheford, N. (2015): Cyber-Proletariat. Global Labour in the Digital Vortex.
Chicago: University of Chicago Press