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of the le- gitimisation of the assault on Iraq. The WMD attack on European and US cit- ies within 45 minutes is a crucial example here. But the pronouncements of Bush and Blair are only the tip of the iceberg here. Much less discussed, but perhaps more powerful still, have been the way in which Iraqi and Afghani cities have been portrayed as little but targets for ordnance within a wide range of media, military, and computer-game environments. It is worth ex- ploring a few examples of how this has been done. First, the voyeuristic consumption by Western

digital fabrication technologies with ‘traditional’ constructionist workshops. 2. THE ‘FAB-TAST-O-MATIC’ In the one-year Bachelor project FabLabs, 15 students were asked to create ‘incredible machines’ known from the computer game The Incredible Machine by Sierra Entertainment. The challenge was to combine digital fabrication technolo- gies known from FabLabs with digital media. The project was split into five phases: (1) imagination and rapid-prototyping, (2) general introduction to digital fabrication technology and research, (3) ideation, (4) main development

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

people understand and use the Web. For example, the extended computer-assisted work or gaming time at home may actually be altering relationships in unexpected ways, when, for example, a partner who used to spend a lot of recreation time outside the home now is playing the online computer game WoW 182 | CHERIS KRAMARAE (World of Warcraft) or other interactive games at home, but is still not accessible to other members of the family and thus perhaps more “distant” than before.9 Briefly, the point is that “time”, a key word in many discussions of the Web

-laborative anthropology’ to perform ‘STS research’ focusing on spatial con- figuration of epistemic processes. Müller and Reichmann (2020) observe that STS concepts and sensibilities generate engagement across a wider range of social sciences and claim that therefore STS concepts can be translated into co- herent methodological and theoretical frameworks. Spöhrer (2020) weaves an autoethnographic account of playing a computer game together with Rhein- berger’s (2001, 1997) work on experimental systems and ANT sensibilities. Kocksch’s (2020) ethnographic study of IT security attends

Studies of Science 16. Scacchi, W., 2003: Free/Open Source Software Development Practices in the Computer Game Community. Als Online-Dokument: Development Practices.pdf. Schack, H., 1997: Urheber- und Urhebervertragsrecht. Tübingen: Mohr. Schack, H., 1998: Neue Techniken und Geistiges Eigentum. In: Juri- stenzeitung 15/16. Schack, H., 2001: Urheber- und Urhebervertragsrecht. 2. neubearb. Aufl. Tübingen: Mohr. Schelsky, H., 1965: Der Mensch in der wissenschaftlichen Zivilisation. In: H. Schelsky: Auf der Suche

URVERZEI CHNI S Atkins, Barry (2003): »Replaying History: Reading ›Close Combat‹«. In: B. Atkins, More than a Game: The Computer Game as Fictional Form, Manchester, New York: Manchester University Press. Barthes, Roland (964): Mythen des Alltags, Frankfurt/Main: Suhrkamp. Baudrillard, Jean (994): »The Precession of Simulacra«. In: Simulacra and Simula- tion, Ann Arbor: University of Michigan Press. Baudrillard, Jean (995): »The Gulf War Did Not Take Place«. In: Mark Poster (Hg.), Jean Baudrillard, Selected Writings, Cambridge: Polity. Bauman, Zygmunt (992

: „Perspectives of Computer Game Philology“; Fuller/ Jenkins: „Nintendo and New World Travel Writing“. WAS LESEN WIR IM RAUME? 29 Folge einer Semantik ist, die Beschreibungen von Medien produziert und nicht allein von den Medien selbst hervorgerufen wurde. Werber weist dies anhand des Begriffs der Netzwerkgesellschaft nach, der je nach Beschreibungssemantik völlig unterschiedliche räumliche Konzepte impli- ziert: das der Territorialisierung bei Michael Geistbeck und Carl Schmitt, das der Deterritorialisierung bei Michael Hardt und Antonio Negri, das der Heterotopisierung

-Network Approach to Ga- mes and Virtual Environments“, in: Kevin Wong (Hrsg.), Proceedings of the 2006 International Conference on Game Research and Development, Murdoch, 254-259. 170 | MARKUS SPÖHRER D’Angour, Armand (2013): „Plato and Play. Taking Education Seriously in An- cient Greece“, in: American Journal of Play 5(3), 293-307 Eskelinen, Markku (2001): „The Gaming Situation“, in: Game Studies. Internati- onal Journal of Computer Game Research 1(1), /0101/eskelinen/, 3.12.2019. Fleck, Ludwik (1980): Entstehung und Entwicklung einer

15 Computer Gaming World No. 240 (July 2004), S. 58. 42 Fabian Virchow/Tanja Thomas sie von der Frage, wie diese sich etablieren, nur schwerlich zu trennen. Wichtige Impulse setzt Rohe jedoch, indem er die Frage nach den ›Prin- zipien‹ der gesellschaftlichen (Re-)Produktion von Konsens/Hegemonie in den Mittelpunkt rückt. Fragen nach den kulturellen Grundlagen sozialen und politischen Handelns sind in den vergangenen 20 Jahren auf wachsendes wissen- schaftliches Interesse gestoßen. Thomas Herz hat 995 auf dem Kon- gress der »Deutschen Gesellschaft für