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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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20 20 21 FLORIAN KIEFER Involvierung über Involvierungsbrüche. Eine Strukturanalyse zur Beschreibung des Involvierungspotenzials von Call of Duty 4. Modern Warfare Abstract That video games occupy a substantial part of the leisure culture of children and adolescents seems as undisputed as the fact that their impact and use is controversial discussed. On the one hand there are arguments, which emphas- ize that new media is generally suspected of dumbing down and assumed trig- ger a “digital dementia”. This essay takes a consistently different perspective. The purpose of this article is to analyze a video game while examining its in- itiated involvement. Involvement is hereby divided into two sub-concepts “im- mersion” and “engagement” (Douglas & Hargadon, 2000). Through this point of view we are able to describe the involvement as an expression of gameplay experience, which is based on the structure of game. It is assumed that the game experience is organized via five structural characteristics, of which one (in our opinion the central) draws the attention: the game as system of rules. We aim to examine how the game can move a short- to long-term retention of the apparatus attention to user side. For illustrating the potential of this struc- tural model, this approach will be applied on the first-person shooter: Call of Duty 4. Modern Warfare (2007). Einleitung Dass Bildschirmspiele einen wesentlichen Teil der Freizeitkultur von Kindern und Jugendlichen einnehmen, scheint ebenso unbestritten wie die Tatsache, dass deren Wirkung und Nutzung kontrovers diskutiert wird. Vor allem das jüngst...

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