Azeroth as Theatre: The history of digital games… as performance(s)?

10. Mai 2023 ·
The preservation and historiography of digital games confronts scholars, institutions, and hobbyists with numerous technical, legal, as well as cultural challenges demanding a variety of sources. Troubles begin with two basic issues: Accessibility and versioning. Games depending on server infrastructures are the most extreme form of this conundrum, as once they are gone, so is the game. Considering how contemporary games, even single player experiences, are distributed, patched and framed by online services, those researching gaming’s past will increasingly encounter digital games as changing entities and temporal events, warranting special approaches. Luckily, game studies already involves itself with a field tackling this very problem – performance studies.

Zwischen Passivität und Involvierung: Elemente der Performance im Computerspiel am Beispiel von ‚Tacoma‘

25. Juli 2019 ·
In einem 2005 verfassten Aufsatz bewahrt Britta Neitzel einen strengen Dualismus von Spiel und Erzählung, indem sie diese als gegensätzliche Begriffe beschreibt: Narratives on the one hand and play and games on the other present us with opposing concepts. The former concerns the recounting of actions, the latter the actions...
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