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meson press

Diversity of Play

  • Mathias Fuchs(editor)
  • Astrid Ensslin(author)
  • Tanya Krzywinska(author)
  • Karen Palmer (author)
  • Markus Rautzenberg (author)
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TitleDiversity of Play
ContributorMathias Fuchs(editor)
DOIhttps://doi.org/10.14619/012
Landing pagehttps://meson.press/books/diversity-of-play
Licensehttps://creativecommons.org/licenses/by-sa/4.0/
CopyrightMathias Fuchs
Publishermeson press
Publication placeLüneburg
Published on2015-07-01
ISBN978-3-95796-075-7 (Paperback)
978-3-95796-076-4 (PDF)
978-3-95796-077-1 (EPUB)
Short abstract

The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.

Long abstract

The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.

Print length112 pages
LanguageEnglish (Original)
Dimensions127 x 178 mm | 5" x 7.01" (Paperback)
THEMA
  • UDX
  • JBCT1
  • KNT
  • UGG
  • UMK
BIC
  • UDX
  • JFD
  • KNT
  • UGG
  • UMK
BISAC
  • COM012040
  • SOC052000
  • BUS070060
LCC
  • P87-96
Keywords
  • Game Studies
  • Ludology
  • Gamification
  • Ludification
  • Gothic
  • Play Studies
  • DiGRA
  • Narratology
  • Diversity
Funding
  • European Union
  • Programme: European Regional Development Fund
  • Project: Innovation Incubator Lüneburg
Contents

Total Gamification: Introduction

(pp. 7–18)
  • Mathias Fuchs

Gamification of Gothic

(pp. 21–38)
  • Tanya Krzywinska

Video Games as Unnatural Narratives

(pp. 41–70)
  • Astrid Ensslin

Is Hacking the Brain the Future of Gaming?

(pp. 73–80)
  • Karen Palmer

Navigating Uncertainty: Ludic Epistemology in an Age of New Essentialisms

(pp. 83–106)
  • Markus Rautzenberg
Locations
Landing PageFull text URLPlatform
PDFhttps://meson.press/books/diversity-of-playLanding pagehttps://meson.press/wp-content/uploads/2015/07/978-3-95796-076-4-Diversity-of-Play.pdfFull text URL
https://library.oapen.org/handle/20.500.12657/37568Landing pagehttps://library.oapen.org/bitstream/handle/20.500.12657/37568/978-3-95796-076-4-Diversity-of-Play.pdfFull text URLOAPEN
Contributors

Mathias Fuchs

(editor)
Leuphana University of Lüneburg
https://orcid.org/0000-0003-4543-3478
https://creativegames.org.uk/

Prof. Dr. Mathias Fuchs studied Computer Science in Erlangen and Vienna (Vienna University of Technology), and Composition in Vienna (Universität für Musik und darstellende Kunst Wien) and in Stockholm (EMS, Fylkingen). In 2010 Mathias Fuchs received his Doctor title by Humboldt University of Berlin for a PhD thesis on the meaning of sounds (“Sinn und Sound”). He has pioneered in the field of artistic use of games and is a leading theoretician on game art and games studies. He is an artist, musician, media critic, and Professor at the Centre for Digital Cultures at Leuphana University Lüneburg, Germany. He is also Director of the Leuphana Gamification Lab.

Astrid Ensslin

(author)
Bangor University
https://orcid.org/0000-0003-2189-0025

Astrid Ensslin joined Bangor University in 2007 after receiving her PhD (summa cum laude) on electronic literature (hypertext, hypermedia and canonicity) from Heidelberg University. She has previously held Economic and Social Research Council and British Academy funded research and teaching positions at the universities of Leeds and Manchester. Her main interests are in the field of digital humanities, in particular digital culture and communication. Her current research revolves around reading digital fiction (Arts and Humanities Research Council funded) and literary gaming. Further interests include the language of videogames and gaming, language ideologies in (new) media, and studying learner language using corpus-based discourse analysis. She convenes Bangor University’s Digital Economies Cluster and is Principal Investigator of the Journal of Gaming and Virtual Worlds.

Tanya Krzywinska

(author)
Professor of Digital Games at Falmouth University
https://orcid.org/0000-0002-0744-4144

Tanya Krzywinska started playing computer-based games on Usenet when working at Digital Equipment Corporation while doing her Masters in film. Several years later, after completing her PhD, she gave her earliest paper on horror games at one of the first ever academic conferences on games in 2000 and co-edited the first collection of essays to be devoted to the study of the relationship between games and cinema. Tanya has focused her attention mainly on games, with a particular interest in their formal properties, graphical styles and “world creation”. She is Director of the Games Academy and Professor of Digital Games at Falmouth University, as well as Editor of the journal Games and Culture and Creative Director of Round Table Game Studios. At Falmouth University, Tanya has developed the Digital Games Academy, which offers a suite of games-related BA and BSc (Hons) courses in digital game art, animation, design, music, programming and writing.

Karen Palmer

(author)

Karen Palmer is a filmmaker, artist and designer of neurogames. Karen explores new formats and aesthetic production technologies with her group, Interactive Films. She fuses film, gaming, technology, wellbeing and sport. Karen’s work has received international exposure and critical acclaim, including screenings at the Institute of Contemporary Arts and the British Academy of Film and Television Arts. She has exhibited at the V&A as part of the Digital Design Weekend (September 2014). She was also an invited speaker at the International WOW Talks series at Regent Street Apple Store as part of V&A events in conjunction with the London Design Festival. She is currently working on the development of a new piece entitled FUTURESELF.

Markus Rautzenberg

(author)
Freie Universität Berlin

Markus Rautzenberg is a German philosopher currently working at Freie Universität Berlin. In 2007 he received his doctoral grade in philosophy with a thesis on a theory of perturbation. Fellowships he has received include a German Research Foundation (DFG) Doctoral Scholarship at the graduate school working with the Körper-Inszenierungen (The Staging of the Body) Research Group and a DFG Postdoctoral Fellowship at the international graduate school, working with the Interart Research Group. Since 2009, he has been a member of the research staff at the Institute for Philosophy at Freie Universität Berlin, and since 2011 heads his own DFG research project on non-visual aspects of iconicity. His main fields of research are media theory, picture theory, aesthetics, the relation of iconicity and knowledge, epistemology and game studies.

UK registered social enterprise and Community Interest Company (CIC).

Company registration 14549556

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