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Marc Bonner

Dr Marc Bonner led the five-year research project “Open World Structures: Architecture, City- and Natural Landscape as well as Eco-Critical Implications in Computer Games” which is funded by the German Research Foundation (DFG). He graduated in art history, history of the modern age and information science from Saarland University. From 2013 to 2017 he was lecturer at the Department of Media Culture and Theatre at University of Cologne. His research interests include spatiotemporal depiction and use of architecture, cityscapes and natural landscapes in computer games and the very architectonics of the game space itself. His recent publications include Offene-Welt-Strukturen. Architektur, Stadt- und Naturlandschaft im Computerspiel (Büchner Verlag 2023), “Game | World | Architectonics – Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception” 9 (Heidelberg University Publishing 2021. DOI: https://doi.org/10.17885/heiup.752).
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Introduction: The Genre Buster - On Terminology, History, Worldbuilding and Gameplay of the Immersive Sim (en/ger)

In the twenty years since Warren Spector introduced the “Immersive Simulation” it has developed into a prevalent, yet ephemeral term that is hotly debated every time a newly released game is associated with it. In this introduction, the editors trace the crucial commonalities of Immersive Sims – their solution-oriented game design, their empowering world design, and their outspoken creators – while showcasing the thematic breadth of the essays in this special issue.
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CfP “The Genre Buster – On Terminology, History, Worldbuilding and Gameplay of the Immersive Sim” / „Der Genre-Buster – Zu Terminologie, Geschichte, Weltenbau und Gameplay der Immersive Sim“

16. Februar 2022 ·
(German version below) At a glance: Research/research projects on all possible facets of Immersive Sim welcome (see below for possible topics and questions) Abstract by 04/10/2022 (max. 300 words) to paidia(at)germanistik.uni-muenchen.de (blind peer review process) Feedback by the end of May Full paper to be submitted by 10/15/2022 Contributions in...
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Die gekerbte Wildnis – Inszenierungen vermeintlich unberührter Umwelt in digitalen Spielwelten

28. Februar 2018 ·
Die Darstellung von ‚unberührter’ Umwelt in Open-World-Computerspielen kann als gekerbte Wildnis definiert werden, die sich aus kulturhistorisch geprägten Blickregimen und ästhetischen Normen sowie der Modularität und Variabilität des digitalen Mediums konstituiert. Die Studie schlägt eine Brücke von der Entdeckung Amerikas über den Wilderness Act zu Landschaften aus Polygonnetzen und kontextualisiert transdisziplinär Humangeographie, Raumtheorie, Philosophie, Kultur- und Medienwissenschaft. Die gekerbte Wildnis wird dabei in Tradition liminaler Aushandlungsorte des Mensch-Natur-Dualismus wie Naturparks, Landschaftsgärten und Ruinen fortgedacht.
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© 2024 Paidia - Zeitschrift für Computerspielforschung (ISSN: 2363-5630)
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