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Playing with Virtuality

Theories and Methods of Computer Game Studies


Edited By Benjamin Bigl and Sebastian Stoppe

Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach.


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BENJAMIN BIGL, SEBASTIAN STOPPE Introduction 13 CHAPTER 1: GAME THEORIES FLORIAN KIEFER Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare 21 MATTHIAS STORK The spectacle of the interface: post-cinematic aesthetics in action computer games and films 39 ANTONIO JOSÉ PLANELLS DE LA MAZA Sorry, but our princess is in another castle! Towards a theory of video games as ludofictional worlds 53 RAFAEL BIENIA Das Computer-Rollenspiel-Genre 65 STEFAN HÖLTGEN Game Circuits. Platform Studies und Medienarchäologie als Methoden zur Erforschung von Computerspielen 83 LETÍCIA PERANI Playing for serious reasons: brief notes on the influence of games in early HCI history 101 10 CHAPTER 2: METHODS GARETH SCHOTT, JASPER VAN VUGHT, RAPHAËL MARCZAK Not knowing: locating player experience between ideal and active play 115 BENJAMIN BIGL If the game goes on. Perceived transfer effects from virtual game worlds into everyday life 135 SEBASTIAN KOCH Is there a blind spot? An empirical study on the awareness for violence in videogames 147 ANNE METTE THORHAUGE Intended and negotiated gameplay: the interpretive power of the player 163 DANNY PANNICKE, RÜDIGER ZARNEKOW Post-Adoption virtueller Welten 177 CLAUS WOHLGEMUTH A qualitative study on immersion in videogames: avatar-identification as a factor influencing immersion 191 CHAPTER 3: GAME SPACES JANINA MARIC Gaming at the e-sport event: Mediatized confrontations (re)negotiating sport, body and media 205 ARNE SCHRÖDER Playing with the avatar: World of Warcraft avatars as play things 225 DAVID GAUSE, VOLKER GEHRAU The effect...

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