2009/2010, pp. 3-18.
4 Gotto, Lisa: "Types and Bytes. Ludic Seriality and Digital Typography," Eludamos.
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5 Denson, Shane/Jahn-Sudrnann, Andreas: "Digital Seriality: On the Serial Aesthetics
and Practice of Digital Games," in: Eludamos. Journal for ComputerGame Culture
7/1 (20 13), pp. 1-32 and Maeder, Dorninik: "Transrnodalitat transrnedialer Expansion.
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: Jeffrey Goldstein/Joost Raessens (Hg.), Hand-
book of ComputerGame Studies, Cambridge/London: MIT Press 2005, S. 219-226, hier
S. 219. [Herv. i.O.]
2 Der Terminus »Ludology« geht auf Gonzalo Frasca aus dem Jahr 1998 zurück, der den
studies games in general, and video games in particular.« (Frasca, Gonzalo: »Simulation
versus Narrative. Introduction to Ludology«, in: Mark J. P. Wolf/Bernard Perron (Hg.), The
Matter? Some Interpretive Problems on Comparative Ludology«, in: The Behavioral and
Brain Science 5 (1982), Nr. 1, S. 160.
3 Die Kontinuität von herkömmlicher
apolis: University of Minnesota Press.
Consalvo, M. (2007): Cheating: Gaining Advantage in Videogames. Cambridge:
Crawford, C. (1982): The Art of ComputerGame Design. Retrieved from http://
Crogan, P. (2011): Gameplay Mode: War, Simulation, and Technoculture. Minneapo-
lis: University of Minnesota Press.
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Dyer-Witherford, N./de Peuter, G. (2009): Games of Empire. Minneapolis
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May, T. (2011): Social Research: Issues, Methods and Research. 4th ed. Berkshire,
England: Open University Press.
Mitchell, K. (2008): Intention and
understood beyond lines of code. (Victor
Within the genre of programming games insights can be gleaned into visu-
alising computational phenomena. SpaceChem is a computergame by Zach-
tronics that explores systems thinking and computational concepts. SpaceChem
is a puzzle game contextualized around a chemical manufacturing company, in
which a player performs the role of a Chemical Engineer who must configure
atoms into molecular combinations which are processed by chemical reactors to
produce a final product. The interactive process of building chemical
in digitalen Spielen (Boizenburg: vwh 2013) S. 179-
191. Homepage: http://www.li-bre.de
Crawford, Chris, Gamedesigner und Autor. Studium der Physik an der
University of Missouri, Lehrtätigkeit an verschiedenen US-Universitäten,
ab 1979 Gamedesigner für Atari, Leiter der »Games Research Group«.
1987 Gründer des »Journal of ComputerGame Design« , 1988 Gründer der
»ComputerGame Developers’ Conference«. Games u.a.: TANKTICS (1978),
EXCALIBUR (1983), TRUST & BETRAYAL. THE LEGACY OF SIBOOT (1987).
Publikationen u.a.: The Art of ComputerGame Design (New York
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in particular—cannot be overstated. In this chapter, I propose that infor-
mation and communication technology (ICT), and more specifically the
computergame Minecraft (2009), can both improve and facilitate public
engagement in the planning process, unlike traditional consultation pro-
The ICT revolution has transformed the way in which both individuals
and communities communicate, interact, and engage. Youth are at the
center of this technological revolution and are twice as
Casual Power 119
While a comparison between an old computergame and a movement centred on
self-tracking and self-assessment may seem inane at first, they are both rooted
in a cultural shift from analogue to digital platforms. Such a shift prioritises a
move to a clear and immediate display of numerical information, giving a sense
of purpose to an otherwise messy reality.
My autoethnography of the map was to show how the mundane actions
performed on the screen are informed by the necessary reductions that mapped
media exert on the physical world. Such
horizon, or whether I should
complete the circle by moving north and east and thus back to south (ibid., 8-9).
Kant is obviously not interested in providing a toolset for lost hikers, but he is
interested in the role of subjectivity for the process of reasoning. This is of rele-
vance for the ideas on mapping and cartography that this essay wants to develop.
Historic maps and navigation techniques in computer and videogames are to a
substantial degree inf luenced by a priori concepts of space. Cartography and
computergame design are attempts of coming to terms
digital game design.
Aardse, K. (2014): The other side of the valley; or, between Freud and videogames.
Journal of Games Criticism, 1(1), pp. 1–14.
Abend, P./Beil, B. (2015): Editors of Play: The Scripts and Practices of Co-creativity
in Minecraft and LittleBigPlanet. DiGRA Conference.
Brock, T. (2017): Videogame consumption: The apophatic dimension. Journal of
Consumer Culture, 17(2), pp. 167–183.
Brock, T./Fraser, E. (2018): Is computergaming a craft? Prehension, practice, and
puzzle-solving in gaming labour. Information, Communication & Society, 21