Finally … KUTNER, LAWRENCE AND CHERYL K. OLSEN. 2008. ↑Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster. The book is a straightforward and clear scientific elaboration of, and argument for, what ihatesheep ↵brought to the point in 2006: ‘If playing GTA is all it takes for your child to go out and murder prostitutes, then there are far, far bigger problems that you probably need to address.’ … Continue reading
Tag Archives: gaming
manuscript-day eleven of 100 Overlay text points me to a decidedly surreal element, a large switch, its socket pasted to a brick wall. An enamel sign above it reads ‘enemy dispenser.’ Gathering all my guts I am stepping up to the oversized button and ‘engage.’ Sudden excited shouting in the street. Outside my field of vision (FOV) a yet unknown number of bad guys has spawned. While I am hastily turning around a gun cracks. Blood sprays, the stereo headphones relay a pressed ‘Ugh!’ to my brain. Payne’s way of quitting him being hit. Panic stricken, having no … Continue reading
manuscript-day four of 100 Yesterday night, while hunched over his C-64, absorbedly somersaulting over compact droids while running along platforms, hard banging against the door of his flat wrenched him out of immersion. ‘Open that door immediately,’ a commanding voice shouted from the staircase outside his apartment. The order was preceded by the incomprehensible, but nevertheless authoritative yelling of a name, and of a likewise yelled address resembling the one of a nearby police station. Already close to wetting his pants, picturing himself in jail for having committed the arch-crime of copyright infringement at least a zillion times, … Continue reading
manuscript-day two of 100 My having an appointment here and now renders the situation odd. Else there would be little wonder in the downtown Manhattan spaghetti joint being perfectly deserted at that time of night. Way past the graveyard shift, uncanny twilight, floor covered by classical black and white checker tile, rows of lavishly upholstered benches, matching diner-style tables squeezed in-between, an enormous mahogany bar in the back, and nobody to be seen. A cliché setting not missing its target, bringing home the menacing ambience quite nicely. Just if I would not be nervous and frightened enough … Continue reading
There really is no use in having manuscripts merrily rotting away in drawers and on HDDs. So here are some pieces of mine, on cyberanthropology, appropriation, and game modding: KNORR, ALEXANDER. 2008. ↓maxmod—eine Ethnographie der cyberculture: Exposé des Habilitationsprojektes [128KB | .pdf]. [unpublished manuscript] KNORR, ALEXANDER. 2007. ↓Game modding [136KB | .pdf]. [unpublished manuscript] KNORR, ALEXANDER. 2007. ↓Die kulturelle Aneignung des Spielraums: Vom virtuosen Spielen zum Modifizieren und zurück. [ 220KB | .pdf]. [second version of the manuscript] Scheduled for publication in Shooter: Ein Computerspiel-Genre in multidisziplinärer Perspektive [working title], edited by Matthias Bopp, Peter C. Krell and Serjoscha Wiemer. … Continue reading
JAHN-SUDMANN, ANDREAS AND RALF STOCKMANN (eds.). 2008. “↑Computer games as a sociocultural phenomenon: Games without frontiers—war without tears“. Basingstoke: Palgrave Macmillan. … Continue reading
After his brilliant “From Pong to Planet Quake: Post-industrial transitions from leisure to work” (↵2003) ↑Hector Postigo has published an already promised piece plus has yet another one on the topic in the pipeline: POSTIGO, HECTOR. 2007. Of mods and modders: Chasing down the value of fan-based digital game modifications. Games and Culture 2(4): 300-313. This article is concerned with the role that fan-programmers (generally known as “modders”) play in the success of the PC digital game industry. The fan culture for digital games is deeply embedded in shared practices and experiences among fan communities, and their active consumption contributes … Continue reading
The ↑2001 revised edition of ↑Steven Poole‘s book “Trigger Happy” (↵2000) now is available online under a Creative Commons licence—alas, only for an unspecified “limited time”. The ↑extra final chapter from the 2004 US edition is online, too. … Continue reading
“↑Eludamos: Journal for Computer Game Culture“ ELUDAMOS is an international, multi-disciplined, biannual e-journal that publishes peer-reviewed articles that theoretically and/or empirically deal with digital games in their manifold appearances and their sociocultural-historical contexts. ELUDAMOS positions itself as a publication that fundamentally transgresses disciplinary boundaries. The aim is to join questions about and approaches to computer games from decidedly heterogeneous scientific contexts (for example cultural studies, media studies, (art) history, sociology, (social) psychology, and semiotics) and, thus, to advance the interdisciplinary discourse on digital games. This approach does not exclude questions about the distinct features of digital games a an aesthetic … Continue reading
↑STOCKBURGER, AXEL. 2006. “↑The rendered arena: Modalities of space in video and computer games“. London: University of the Arts. Available online [.pdf | 3.7MB]: http://www.stockburger.co.uk/research/abstract.html abstract: During the last 30 years computer and videogames have grown into a large entertainment industry of economical as well as cultural and social importance. As a distinctive field of academic inquiry begins to evolve in the form of game studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules in video and … Continue reading