Workshops – Zentrum für Computerspielforschung – Digital Games Research Center RSS https://www.digarec.de The DIGAREC is the games research center at University of Potsdam. Tue, 09 Jan 2024 12:31:04 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 Workshop “Earthbound Networks: Muddled Imageries of Sustainability in the Cloud Computing Milieu” https://www.digarec.de/2024/01/09/workshop-earthbound-networks-muddled-imageries-of-sustainability-in-the-cloud-computing-milieu/ Tue, 09 Jan 2024 12:31:04 +0000 https://www.digarec.de/?p=2327 We would like to cordially invite you to the workshop “Earthbound Networks” with Dr. Eduardo Harry Luersen on cloud infrastructures in the games industry and their impact on the environment.

Thursday, Jan 11 2024, 5 pm

ZeM – Brandenburgisches Zentrum für Medienwissenschaften
Hermann-Elflein-Straße 18
14467 Potsdam

Workshop “Earthbound Networks: Muddled Imageries of Sustainability in the Cloud Computing Milieu”

Dr. Eduardo Harry Luersen (Zukunftskolleg, University of Konstanz)

https://www.zem-brandenburg.de/en/veranstaltungen/earthbound-networks-luersen/

This workshop proposes an open discussion on the relationship between cloud infrastructures and environmental issues, in light of emerging cloud gaming services and other computer-intensive media platforms. The imageries surrounding digitalisation have been largely associated with ideas of green growth, energy transition, and resource efficiency, while at the same being conceptualised within a post-industrial epistemological framework that envisioned digital media as cold, ephemeral, or weightless. However, by analysing reports from monitoring organisations, as well as the very physical structures that make platform services possible, one can trace some of the frictions in the environmental imagination at the heart of ambient supercomputing. The scale of these technical systems also poses challenges to perception and visualisation: it is not only that the sheer volume of data they carry is difficult to conceive. With the outsourcing of computer processing and storage to geo-distributed facilities, planetary-scale cloud infrastructures convey the prospect of ubiquitous telematics yet opaque industrialisation, showing and concealing at once.

After a short impulse talk on the topic, we would like to jointly discuss the interplay between infrastructures and environments, making sense of the constellation of servers, biomes, logistical operations, air conditioners, groundwater, generators, cables, heat dissipation, and real-time processing techniques that compose the ecosystem of synchronous networked computing.

We kindly ask for prior registration at mail@zem-brandenburg.de.

Dr. Eduardo Harry Luersen is a Postdoctorial Fellow at the Zukunftskolleg, affiliated with the Department of Literature, Art and Media at the University of Konstanz. He studied Visual Arts, Graphic Design, and Music Composition at the Federal University of Pelotas and was awarded his PhD at Unisinos University in Brazil. His studies focus on the environmental dimension of game technology and digital gaming practices, sound studies and gamification. Luersen has a strong interest in interdisciplinary inquiry and experimental research design. The project he currently conducts at the Zukunftskolleg is named ‘The Cloud Gaming Atlas: from Earth’s metabolism to the longing for radiant infrastructures’. Profile at University of Konstanz: https://www.uni-konstanz.de/centre-for-human-data-society/people/dr-eduardo-harry-luersen/

Organizers:
Prof. Dr. Birgit Schneider (University of Potsdam)
Prof. Dr. Jan Distelmeyer (University of Applied Sciences Potsdam)

Funded by ZeM – Brandenburg Center for Media Studies

]]>
Capturing the (Game) World: The Photographer’s Guide to Los Santos https://www.digarec.de/2022/11/03/capturing-the-game-world-the-photographers-guide-to-los-santos/ Thu, 03 Nov 2022 10:34:57 +0000 https://www.digarec.de/?p=2192 Sprache
Englisch

Registrierung hier beginnt am 1. November

Wann?

17. Nov 2022
18:00

Where?

ZEM
Hermann-Elflein-Straße 18, 14467 Potsdam & Livestream bei co-digital.org

Fragen?
Schreib eine Mail an C/O Berlin!

More information at C/O Digital!

The image shows a screenshot from Grand Theft Auto V. From a first person perspective you look at a rural, forest area. The hand of your avatar holds a simulated smartphone showing a photo of the scene.

[ENG]

The Photographer’s Guide to Los Santos

The workshop will take participants on a tour of Los Santos, the simulated version of Los Angeles in the game Grand Theft Auto V. The event will combine a tour of the locations where the most important artistic works of in-game photography have been created, with photographic re-enactment ‘missions’, where the participants will recreate the artworks. Through this hybrid format, participants will learn about different artists and photographic practices within computer games, and will explore first-hand how to document virtual worlds through a simulated smartphone camera.

This is the third workshop of the series ‘Capturing the (Game) World’ about In-Game Photography, a collaboration of C/O BerlinDIGAREC, and ZeM.

Capturing the (Game) World

The series offers insightful talks about the practice, aesthetics, and the history of In-Game Photography as well as hands-on workshops to explore photography in games and in-game photographical techniques.

The image shows a screenshot from Grand Theft Auto V. From a first person perspective you look at a rural, forest area. The hand of your avatar holds a simulated smartphone showing a photo of the scene.

[DEU]

The Photographer’s Guide to Los Santos

Der Workshop nimmt die Teilnehmer:innen mit auf eine Tour durch Los Santos, die simulierte Version von Los Angeles im Spiel “Grand Theft Auto V”. Die Veranstaltung kombiniert eine Tour zu den Orten, an denen die wichtigsten künstlerischen Werke der In-Game-Fotografie entstanden sind, mit fotografischen Re-Enactment-“Missionen”, bei denen die Teilnehmer:innen die Kunstwerke nachstellen. Durch dieses hybride Format lernen die Teilnehmer verschiedene Künstler:innen und fotografische Praktiken in Computerspielen kennen und erfahren aus erster Hand, wie man virtuelle Welten mit einer simulierten Smartphone-Kamera dokumentiert.

Capturing the (Game) World

Dies ist der dritte Workshop der Reihe Capturing the (Game) World über In-Game-Fotografie, einer Kooperationsveranstaltung von C/O BerlinDIGAREC, und ZeM.

]]>
Capturing The (Game) World: Computer Games As New Places For Photographic Practice https://www.digarec.de/2022/09/06/capturing-the-game-world-computer-games-as-new-places-for-photographic-practice/ https://www.digarec.de/2022/09/06/capturing-the-game-world-computer-games-as-new-places-for-photographic-practice/#comments Tue, 06 Sep 2022 13:54:49 +0000 http://www.digarec.de/?p=2122 Do.
22. September 22

18.00 – 21.00 Uhr

Ort/Place

C/O Education Room H19
Hardenbergstraße 19
10623 Berlin

Registration

Livestream unter co-digital.org or directly here https://twitch.tv/digarec

Stream

Can computer games be new places for photographic practice? Of course, they can! They are already, in fact! Lay people, gamers, and many artists are no longer travelling virtual worlds just to win or to experience a story. Instead, they document their experiences, and express themselves by means of in-game photography and screenshots. This workshop introduces the field of in-game photography and related screenshotting practices from a theoretical perspective. Our two keynote speakers, Cindy Poremba (Associate Professor at OCAD University, Toronto, Canada) and Winfried Gerling (Professor at University of Applied Sciences Potsdam) will shed light on general and specific aspects of photography in computer games. The workshop will be hosted by Barbara Cueto (C/O Berlin) and Sebastian Möring (Digital Games Research Center at the University of Potsdam).

In their keynote talk “How to Make a Videogame Photography,” Associate Professor Cindy Poremba from OCAD University (Toronto, Canada) suggests (inspired by Martin Hand) that photography may be everywhere, but it is not everywhere in the same way. Taking a look at two in-game photography practices – photojournalism and amateur Ansel photography – their talk begins to explore different ways photography comes to be assembled in videogame environments. In his talk “Screen Images as Images of Images”, Professor Winfried Gerling (University of Applied Sciences Potsdam) will look into the history, the specific status and the materiality of screen images – a rarely discussed topic in photographic debates – and trace its most important aspects through to in-game photography. For more information on the workshop, please visit the event page at C/O Digital. Questions? Write us an email to digitalcurator@co-berlin.org

This is the first workshop of the series “Capturing the (Game) World” about In-Game Photography, a collaboration of C/O BerlinDIGAREC, and ZeM. The series offers insightful talks about the practice, aesthetics, and the history of in-game photography as well as hands-on workshops to explore photography in games and in-game photographic techniques. For more information on the series please visit the C/O-Digital website.

An event within the ZeM’s annual focus on “Digital Realities


Können Computerspiele neue Umgebungen fotografischer Praxis sein? Natürlich können sie das! Sie sind es bereits! Lai:innen, Gamer:innen und viele Künstler:innen bereisen virtuelle Welten nicht mehr nur, um zu gewinnen oder eine Geschichte zu erleben, sondern sie dokumentieren ihre Erfahrungen und drücken sich mit Hilfe von In-Game-Fotografie und Screenshots aus. Dieser Workshop führt in das Feld der In-Game-Fotografie und damit verbundenen Praktiken wie Screenshots aus einer theoretischen Perspektive ein. Unsere beiden Hauptredner:innen, Cindy Poremba (Associate Professor an der OCAD University, Toronto, Kanada) und Winfried Gerling (Professor an der Fachhochschule Potsdam) werden verschiedene Aspekte der Fotografie in Computerspielen beleuchten. Moderiert wird der Workshop von Barbara Cueto (C/O Berlin) und Sebastian Möring (Digital Games Research Center, Universität Potsdam).

Im Hauptvortrag “How to Make a Videogame Photography” vertritt Cindy Poremba, Associate Professor:in an der OCAD University (Toronto, Kanada) die These (inspiriert von Martin Hand), dass Fotografie zwar überall sein mag, aber nicht überall auf die gleiche Weise. Anhand von zwei Praktiken der Fotografie im Spiel – Fotojournalismus und Amateur-Ansel-Fotografie – untersucht der Vortrag die verschiedenen Möglichkeiten, wie die Fotografie in Videospielumgebungen eingesetzt wird. Professor Winfried Gerling (Fachhochschule Potsdam) wird in seinem Vortrag “Screen Images as Images of Images“ die Geschichte, den besonderen Status und die Materialität von Bildschirmbildern – ein in der fotografischen Debatte selten diskutiertes Thema – beleuchten und deren wichtigste Aspekte bis hin zur In-Game-Fotografie nachzeichnen. Weitere Informationen zum Workshop finden Sie auf der Veranstaltungsseite von C/O Digital. Bei Fragen wenden Sie sich bitte an digitalcurator@co-berlin.org

Dies ist der erste Workshop der Reihe “Capturing the (Game) World” über In-Game-Fotografie, einer Kooperationsveranstaltung von C/O BerlinDIGAREC, und ZeM. Die Veranstaltungsreihe bietet aufschlussreiche Vorträge über die Praxis, Ästhetik und Geschichte der In-Game-Fotografie und praktische Workshops, in denen die Fotografie in Spielen und Techniken der In-Game-Fotografie erforscht werden. Weitere Infos zur Veranstaltungsreihe finden Sie auf der Übersichtsseite von C/O-Digital.

Die Workshopsprache ist Englisch.

Eine Veranstaltung im Rahmen des ZeM-Jahresschwerpunkts “Digitale Realitäten

]]>
https://www.digarec.de/2022/09/06/capturing-the-game-world-computer-games-as-new-places-for-photographic-practice/feed/ 1
Games & Literature. On the literaricity, research, collection, and archiving of computer games https://www.digarec.de/2022/09/06/games-literature-on-the-literaricity-research-collection-and-archiving-of-computer-games/ https://www.digarec.de/2022/09/06/games-literature-on-the-literaricity-research-collection-and-archiving-of-computer-games/#comments Tue, 06 Sep 2022 13:52:35 +0000 http://www.digarec.de/?p=2130 International interdisciplinary conference at the German Literature Archive Marbach (DLA)
28–30 June 2023

In cooperation with:
European Federation of Game Archives, Museums and Preservation Projects (EFGAMP e.V.)DIGAREC – Digital Games Research Center of the University of Potsdam, the Computer Games Museum Berlin, and the Foundation for Digital Games Culture

DLA Marbach and Computer Games
In addition to collecting literature in its commonly understood forms, the German Literature Archive Marbach (DLA) also archives and collects computer games as a medial form of literature. The aim of the DLA in doing so is to engage with literature in all its mediality. The substantive reasons for this decision are numerous, but, fundamentally, computer games have long been part of our cultural memory, which must be archived appropriately and examined in relation to established cultural forms. The fact that computer games are discussed in the feature pages of the major daily newspapers, that the German Federal Government awards the German Computer Game Prize, and that computer games are officially recognized as a cultural asset by the Cultural Council is due, among other things, to the work of museums such as the New York Museum of Modern Arts, the Computer Game Museum Berlin, and the Karlsruhe Centre for Art and Media (ZKM).

As an archive for literature, the DLA has been dealing with hybrid forms of literature for some years now, for literature is not only created and produced between two book covers, but also on the computer, as “born-digital” literature. Within the framework of the “Netzliteratur” project (2013–2017), the DLA has done pioneering work on the systematic analysis and documentation of the creation, playback, performance and mirroring environment of games in line with defined standards. This work is being continued in various projects at the DLA, but a larger international, interdisciplinary conference is needed to further discuss and advance these endeavours with regard to questions of collection and archiving as well as research. To this end, we invite literary scholars, archivists, librarians, as well as researchers in Games Studies, Media and Communication Studies, and game designers to Marbach.

The “literaricity” of computer games and the collection mandate of a literature archive
The planned conference will encompass various aspects of researching literature and computer games, as well as collecting, archiving, and exhibiting them. Although the intersections, as well as the differences, between literature and computer games have frequently been addressed in the last two to three decades, a systemization of these approaches and a research-led development of a catalogue of criteria for a kind of “literacity” of computer games have only rarely been attempted. Thus, one of the questions to be asked in the context of this conference is which relevance criteria are to be given special consideration in a computer game collection in a literature archive. For just as not every book is relevant to the collection mandate of the DLA, not every computer game will be included in
the collection. For this special collection in the DLA, an interdisciplinary research discussion is still needed to define collection criteria. First significant selection criteria – which are, however, yet to be discussed further – are, for example, the special handling of text and language in a game, in a broader sense than simply through literary objects (such as diaries, manuscripts, libraries, etc.) in the game. Furthermore, we do not wish to ask (as has become the practice in Game Studies) whether computer games are narrative, but rather in what way they are so. In addition to adaptations of literary works, games with reception traces that can be linked to authors and literary works certainly belong in a literature archive.

Subsequently, the criteria according to which computer games are classified must be clarified, as must the metadata used to list them in the library catalogue. A further challenge is the selection of the accompanying material that is to be archived alongside the game to which it is connected. Possibly there is a game developer’s private library, equivalent to an author’s private library, that needs to be consulted by researchers. And what forms of reception of computer games should the archive and library at the DLA take into account? Numerous activities of gaming culture seem relevant here, for example the staging of a computer game in a Let’s Play; the players and their interaction with and reception of computer games must, with greater urgency, become the subject of research and archives. But even the digital archive has its limits – the goal is never the ‘total archive’ – yet it remains to be determined how social media, for example, is to be collected and archived.

The analysis instruments
But what definition of text can we use, as a literature archive, with which to approach computer games? The media shift in literature not only calls the concept of text and literature into question, it also repeatedly demands that analytical methods and instruments be expanded and revised. How can computer games be adequately described in such contexts? It is often not enough simply to ‘apply’ established literary terms to computer games – when the aim is to describe computer games in their status as literary forms. These considerations are preceded by the question of what the specific literary narrative of computer games looks like.

The technologies of archiving and accessibility
In addition to these questions of content, the technical preservation of games and archiving strategies also currently pose challenges. For example, how do we deal with obsolete hardware and software? How can the interaction with recipients, players, be guaranteed at a technical and a curatorial level? How can and should computer games be stored for research in the long term? And finally, institutions are faced with various legal problems: For example, which licences for software and operating systems are to be obtained?

Key topics
We invite researchers at all career stages to submit contributions. Based on the key topics outlined above, contributions in the following areas are of particular interest:

  1. Before computer games: Playful and medial forms of literaricity / grey areas of narration
  2. Media shift: Book and game
  3. Storytelling – Text – Code. Narrative techniques in computer games
  4. Describing, researching, and exhibiting computer games as an aesthetic experience
  5. Collecting and archiving software objects

We are pleased to welcome our keynote speakers Espen Aarseth, Réne Bauer, Astrid Ensslin and Beat Suter. In addition, Lena Falkenhagen will moderate the Game Culture Quartet (organized by the Foundation for Digital Games Culture) at the DLA Marbach.

  • Short abstracts (300 words in German or English) for 30-minute papers should be submitted together with a brief CV and a selected publications list by 31 January 2023.
  • Please submit your abstract and CV by uploading them to this portal.
  • The conference will be conducted in English.
  • Accommodation and travel costs will be reimbursed.

Concept
Dîlan Canan Çakir – Research Associate MWW – German Literature Archive Marbach
Anna Kinder – Head of Research – German Literature Archive Marbach

Organization und Coordination
Birgit Wollgarten – Research Secretariat – German Literature Archive Marbach – Tel.: +49 (0)7144 – 848 – 175 – Fax: +49 (0)7144 – 848 – 179 – Email: forschung@dla-marbach.de
Marie Limbourg – Coordinator MWW Research Association – German Literature Archive Marbach – Tel.: +49 (0)7144 – 848 – 227 – Email: marie.limbourg@dla-marbach.de

Contact
Email: forschung@dla-marbach.de

Download Call for Papers

]]>
https://www.digarec.de/2022/09/06/games-literature-on-the-literaricity-research-collection-and-archiving-of-computer-games/feed/ 1
DIGAREC Workshop “Game Aesthetics” 28.01.2019 https://www.digarec.de/2019/01/17/digarec-workshop-28-01-19/ Thu, 17 Jan 2019 10:55:46 +0000 http://www.digarec.de/?p=1383 Liebe Interessierte, Studierende und Computerspielaffine,

wir laden Sie und Euch herzlich ein, am 28.01.2019 von 10:00 (c.t.) (wir haben den Beginn aus organisatorischen Gründen von 10:30 Uhr auf 10:00 c.t. vorverlegt) – 12 Uhr zum Workshop mit unseren Gästen Justyna Janik (Jagiellonian Universität in Krakau, Polen) und Daniel Vella (Institute of Digital Games Universität Malta) zu kommen.

stattfinden wird die Veranstaltung in Haus 22, Raum 0.18. am Neuen Palais.

Die Themen werden sein:

The Wanderer in the Wilderness: Minecraft, Proteus and Being in the Virtual Landscape (Daniel Vella)

&

Game/r – Play/er – Bio-Object. Posthuman approach to the player-game relationship (Justyna Janik)

 

Updates finden Sie immer hier auf www.digarec.de

Die Vorträge werden in englischer Sprache stattfinden.

Da wir räumlich begrenzt sind, bitten wir Sie und Euch, sich bei Lydia
Kray, kray@uni-potsdam.de anzumelden.

Wir versuchen, den Workshop zu streamen über https://www.twitch.tv/digarec.

Hier noch etwas mehr zu den Referent_innen und dem Inhalt des Workshops:

Justyna Janik:

Game/r – Play/er – Bio-Object. Posthuman approach to the player-game relationship

The main aim of this presentation is to show a non-anthropocentric approach to the study the relationship between the player and the video game object. My theoretical perspective is based on a synthesis of posthuman theories, especially the concept of intra-actions by Karen Barad, with Tadeusz Kantor’s critical thinking about theatre. From Kantor I will borrow the idea of the “bio-object”, which, interpreted through the lenses of philosophical posthumanism, would help me explain how meanings are created inside and outside the gameplay by both human and non-human actants.

Justyna Janik is a PhD student at the Faculty of Management and Social Communication at Jagiellonian University in Kraków, Poland, as well as a member of the Jagiellonian Game Studies Research Centre. She holds MAs in Comparative Studies of Civilisations and Cultural Studies (specialisation in media studies). Her thesis concerns the subject of the relationship between a player and a video game, with a focus on the posthuman and performative nature of this bond. She is also fascinated by the works of Tadeusz Kantor, which she uses as a theoretical tool to better understand the video game as an object.

Daniel Vella:

The Wanderer in the Wilderness: Minecraft, Proteus and Being in the Virtual Landscape

“The presentation will focus on Minecraft (2011) and Proteus (2013) as ludic instances of the trope of the lone wanderer in a natural wilderness. It will draw on approaches to space and place from the phenomenological tradition, ludological approaches to game space, and phenomenological theories of digital game experience in order to arrive at an understanding of what is entailed, experientially and existentially, in the idea of ‘being-in-the-gameworld.’ On this basis, it will be claimed that the respective structures of being-in-the-gameworld that that the two games establish position the player in radically different relations to the landscape that fundamentally change the experienced significance of the wilderness. Minecraft will be considered in terms of the Heidegerrean notion of “standing-reserve” as it relates to the technological enframing of the landscape, while Proteus will be discussed in relation to Romantic theories of the relation between the individual and the landscape.

Dr. Daniel Vella

Lecturer

Institute of Digital Games

University of Malta

http://www.institutedigitalgames.com/

Dr. Daniel Vella is a lecturer at the Institute of Digital Games at the University of Malta, where he teaches classes in digital game studies, player experience and narrative in games. His research interests including the phenomenology of player experience, aesthetic theory and digital games, subjectivity and identity in virtual worlds, and narrativity and fictionality in games. His work has been published in a number of international journals, including Game Studies, Countertext and the Journal of Virtual Worlds Research. He is a member of the Game Philosophy Network, a research community at the intersection of philosophy and digital game studies, and chaired the tenth edition of the International Conference in the Philosophy of Computer Games.

Der Vortrag wird in englischer Sprache stattfinden.

Da wir räumlich begrenzt sind, bitten wir Sie und Euch, sich bei Lydia Kray, kray@uni-potsdam.de anzumelden.

Wir freuen uns auf Ihr und Euer Kommen!

]]>
Workshop “Ludic Boredom” Announcement https://www.digarec.de/2018/05/16/workshop-ludic-boredom-announcement/ Wed, 16 May 2018 12:16:38 +0000 http://www.digarec.de/?p=1300

We are pleased to invite you to the workshop “Ludic Boredom”

The workshop will explore the social, cultural, and philosophical implications of boredom in relation to play and work, technology, media, and computer games with the goal of developing an international collaboration that establishes an innovative interdisciplinary research program to examine the undertheorized phenomenon of ludic boredom in depth.
Paradoxically, boredom seems to lie at the heart of thecurrent culture of constant connectivity and productivity enhanced by digital media. Each potential momentof boredom is at the same time a possibility for monetization – advertisements, casual games, social media,and other pushed notifications, all seem to be competing for our attention, which could otherwise be suspended in blissfully prolonged recreational “Langeweile”. Boredom becomes particularly interesting inrelation to play and digital games, which are supposed to serve as an antidote. The workshop is furthermore characterized by its international speakers, thanks to the in-house funding line of the University of Potsdam, KoUP.

Time: June 1, 2018

Place: ZeM – Brandenburgisches Zentrum für Medienwissenschaften, Hermann-Elflein-Straße 18, 14467 Potsdam

Program

10:00 – 10:30 Opening address, organizational remarks, Sebastian Möring & Sonia Fizek

10:30 – 11:15 Fabian Goppelsröder (FU Berlin, Germany): “Waiting for the Moment that never comes…Ludic Boredom and the Aesthetics of Fatigue in the 24/7 Society”

11:15 – 12:30 Tom Apperley (Deakin University, Australia): “Random & Boring”

12:30 – 13:15 Sonia Fizek (Abertay University, Scotland): “Boredom and Background: Towards an ambient aesthetics of games”

13:15 – 14:45 Lunch break

14:45 – 15:30 Sybille Lammes (Leiden University, Netherlands): “Boredom in play: On ludic languor, nothingness and ennui”

15:30 – 16:15 Olli Tapio Leino (City University of Hong Kong, China): “On the material origins of ludic boredom as a totalizing attitude toward the game world. An existential-ludological analysis”

16:15 – 16:30 Coffee break

16:30 – 17:15 Tomasz Z. Majkowski (Jagiellonian University, Poland): “Boredom, power and discipline”

17:15 – 18:00 Sebastian Möring (University of Potsdam, Germany): “On the relation of boredom and care in computer game play from an existential ludological perspective“

18:00 Closing remarks

The workshop language is English.

Please register with Lydia Kray (DIGAREC, University of Potsam) if you wish to attend the workshop: kray@uni-potsdam.de.

The order of the speakers may be subject to change. For the most updated program please refer to www.digarec.de.

In cooperation with: University of Potsdam, FH Potsdam, EMW (European Media Studies), DIGAREC and ZEM

]]>
International Workshop: Screen-Images (Bildschirmbilder) July 6-7, 2017 in Brandenburg Center for Media Studies (ZeM), Potsdam (Germany) https://www.digarec.de/2017/06/28/international-workshop-screen-images-bildschirmbilder-july-6-7-2017-in-brandenburg-center-for-media-studies-zem-potsdam-germany/ https://www.digarec.de/2017/06/28/international-workshop-screen-images-bildschirmbilder-july-6-7-2017-in-brandenburg-center-for-media-studies-zem-potsdam-germany/#respond Wed, 28 Jun 2017 08:29:53 +0000 http://www.digarec.de/?p=1181 International Workshop

Screen-Images (Bildschirmbilder) – In-Game Photography and Screenshots as Photographical Praxis

July 6-7, 2017 in Brandenburg Center for Media Studies (ZeM), Potsdam (Germany)

Venue

The workshop takes place at Brandenburg Center for Media Studies (ZeM):

 

ZeM – Brandenburgisches Zentrum für Medienwissenschaften

Friedrich-Ebert-Straße 4

14467 Potsdam

 

Program

Thursday, July 6, 2017

10:00 Winfried Gerling and Sebastian Möring: Welcome und Introduction of ZeM and DIGAREC

10:30 – 11:15 Stephan Günzel: From Screen to Screen – A Dislimitation of the Photographic Image

11:15 – 12:00 Birgit Schneider: Framing the frame – media mimicry from a historical perspective

12:00 – 13:30 Lunch break

13:30 – 14:15 Sebastian Möring: Artistic In-Game Photography and the Conditional Image of the Computer Game

14:15 – 15:00 Cindy Poremba: Constructing through Creating: In-Game Photography

15:00 – 15:30 Coffee break

15:30 – 16:15 Margarete Pratschke: The Materiality of Screenshots. Historical Screenshots as Photo-Objects and their Role within Visual Culture

16:15 – 17:00 Marco de Mutiis: Photo Modes – sketches for a post-photographic apparatus

 

Friday, July 7, 2017

10:30 – 11:15 Jan Distelmeyer: Using Depresentation. Observations on/by Desktop Movies

11:15 – 12:00 Winfried Gerling: The Schirmbild – The Long and Short History of Screenphotography

12:00-13:30 Lunch break

13:30 – 14:15 Matteo Bittanti: tba

14:15 – 15:00 Markus Rautzenberg: Ways of Vanishing. Ludic Mediality in Computer Games and Photography

15:00 – 15:30 Coffee break

15:30 Final Discussion/Outlook

Starting from the phenomenon of In-Game Photography this workshop investigates the status of the screenshot as a photographical genre which includes but is not limited to computer games. Both, Screen-Photography and In-Game Photography belong to a number of everyday photographical practices that are performed within the digitally produced realities as well as the digitized realities we inhabit and which are largely mediated via screens and screen-like surfaces. Amongst those practices are the so-called “screenshotting” in computer games (e.g. in order to document unusual in-game events and to share those), photorealistic captures of digital 3D models (as they often occur in architecture or design contexts) or, much simpler, the screenshot as a form of camera-less photography. In addition there exist hybrid cases such as photography in augmented realities (which most recently became popular through the smartphone game Pokémon Go (2016)), screen captures with real cameras in artistic contexts, and the creation of screenshots of digital photographs in the computer. Eventually, in the history of “real-world” photography exists a significant amount of photographs which show 1) tv or computer screens, 2) billboards showing photographs of real physical screens and 3) photographs of photographs which are held in hands.

Such practices and phenomena have hitherto rarely been subjected to scientific investigation. There is a considerable lack of aesthetical, cultural, technical and historical analyses as well as a lack of theories and theory production in relevant disciplines. The goal of the workshop is hence to describe screenshot-like practices and phenomena and to ask questions regarding the status, the ontology, the aesthetics, as well as the cultural and artistic significance of such phenomena and practices. The workshop thereby intends to investigate the potential of a new subject area for future research from the perspective of media studies, media aesthetics, and media history, as well as image studies, photography theory and game studies.

 

How to attend

We have a few seats for interested audience. If you would like to listen to the talks and participate in the discussion please RSVP with a short e-mail to info@digarec.de.

The workshop language is English.

Organizers

This workshop is a collaboration between Brandenburg Center for Media Studies (ZeM, http://zem-brandenburg.de), Digital Games Research Center (DIGAREC, http://digarec.de), European Media Studies (EMW, http://emw.eu), University of Applied Sciences Potsdam (FHP) and University of Potsdam (UP). The workshop is supported by Potsdam Graduate School (PoGS).

The workshop is organized by Winfried Gerling and Sebastian Möring.

Approach/Site plan:

http://zem-brandenburg.de/de/zem/ort.html

]]>
https://www.digarec.de/2017/06/28/international-workshop-screen-images-bildschirmbilder-july-6-7-2017-in-brandenburg-center-for-media-studies-zem-potsdam-germany/feed/ 0
DIGAREC-Workshop “Gamification” https://www.digarec.de/2016/12/21/digarec-workshop-gamification/ https://www.digarec.de/2016/12/21/digarec-workshop-gamification/#respond Wed, 21 Dec 2016 16:41:14 +0000 http://www.digarec.de/?p=1085

DIGAREC-Workshop

Gamification

Do, 12.01.2017, 15.00 – 19.00 Uhr

Ort
ZeM – Brandenburgisches Zentrum für Medienwissenschaften
Friedrich-Ebert-Straße 4
14467 Potsdam

http://zem-brandenburg.de/de/zem/ort.html

Das Schlagwort der Gamification gehört seit 2010 zu den Konzepten, die gerade im Hinblick auf das aktuelle und künftige Verhältnis von Spiel und Arbeit, am meisten genannt und diskutiert werden. Unterschiedliche Definitionen und Einschätzungen konkurrieren miteinander, wobei die einfachste Erläuterung Gamification als den Einsatz von Game-Design und -Prinzipien in bislang nicht mit Spiel assoziierten Feldern beschreibt. Das anhaltende Interesse an Gamification verbindet Fragen von Motivation, Engagement/Partizipation und Optimierung zwangsläufig mit Fragen nach der Digitalizität sowie nach dem Wesen und der Medialität des Spiels. Diesem Komplex widmet sich der zweite DIGAREC-Workshop, der als Kooperation des ZeM mit dem Potsdamer DIGAREC – Zentrum für Computerspielforschung / Digital Games Research Center aktuelle Fragen der Game Studies und des Spielens verhandelt.

 

Podiumsteilnehmer*innen:

Judith Ackermann
Professorin für digitale und vernetzte Medien in der sozialen Arbeit an der Fachhochschule Potsdam

Michael Liebe
Geschäftsführer und Gründer von Booster Space, Berlin, Geschäftsführer der International Games Week Berlin

Nico Heise
Professor für Medienrecht an der Fachhochschule Potsdam, Europäische Medienwissenschaft

Mathias Fuchs
Gastprofessor am Institut für Kultur und Ästhetik Digitaler Medien (ICAM), Leuphana Universität Lüneburg

Moderation:

Jan Distelmeyer
Professor für Geschichte und Theorie der technischen Medien an der Fachhochschule Potsdam, Europäische Medienwissenschaft

Sebastian Möring
Dozent für Medienwissenschaft und Game Studies Universität Potsdam, Europäische Medienwissenschaft, Koordinator des Digital Games Research Center (DIGAREC)

 

Hier finden Sie das Programm des ZeM: http://zem-brandenburg.de/de/events.html.

]]>
https://www.digarec.de/2016/12/21/digarec-workshop-gamification/feed/ 0
DIGAREC-Workshop „Serious Games“ https://www.digarec.de/2016/04/20/digarec-workshop-%e2%80%9eserious-games%e2%80%9c/ https://www.digarec.de/2016/04/20/digarec-workshop-%e2%80%9eserious-games%e2%80%9c/#respond Wed, 20 Apr 2016 07:37:16 +0000 http://www.digarec.de/?p=1046 Zeit
Donnerstag, 19. Mai 2016, 15-19 Uhr

Ort
ZeM – Brandenburgisches Zentrum
für Medienwissenschaften
Friedrich-Ebert-Straße 4, 14467 Potsdam

Info
Als Kooperation des ZeM mit dem Potsdamer DIGAREC – Zentrum für Computerspielforschung / Digital Games Research Center werden in den DIGAREC-Workshops aktuelle Forschungen zu Fragen der Game Studies und des Spielens präsentiert und diskutiert. Den Anfang machen Arbeiten zum Themenfeld der gegenwärtig viel beachteten Serious Games. Im Fokus stehen dabei „We lost Katia“ von Rosa Feigs (eine Analyse der ethischen Komplexität von Serious Games) sowie „Die Universität: Was für ein Spiel wird hier gespielt?“ von Franziska Kracht (eine Untersuchung der Universität vor dem Hintergrund der kulturwissenschaftlichen und mathematischen Spieltheorie).

Koordination
Prof. Dr. Jan Distelmeyer, FH Potsdam, Europäische Medienwissenschaft / Dr. Sebastian Möring, Universität Potsdam, Europäische Medienwissenschaft

Hier finden Sie das Program des ZeM für das Sommersemester 2016.

]]>
https://www.digarec.de/2016/04/20/digarec-workshop-%e2%80%9eserious-games%e2%80%9c/feed/ 0
The Philosophy of Computer Games, 8.-10. Mai 2008 https://www.digarec.de/2009/09/14/the-philosophy-of-computer-games-8-10-mai-2008/ https://www.digarec.de/2009/09/14/the-philosophy-of-computer-games-8-10-mai-2008/#respond Mon, 14 Sep 2009 15:40:25 +0000 http://localhost/robojiannis/wordpress/?p=51 [lang_de]

Als dritter Teil einer Reihe wird die diesjährige internationale Konferenz “The Philosophy of Computer Games” vom Donnerstag, den 8. bis Samstag, den 10. Mai 2008 an der Universität Potsdam stattfinden. Drei Tage lang werden auf der interdisziplinären Tagung Computerspiele aus verschiedenen Perspektiven diskutiert. Neben den Pionieren der Computerspielforschung Ian Bogost und Jesper Juul werden zahlreiche namhafte internationale Forscher sprechen.

Als besonderes Highlight der vom Medienboard Berlin-Brandenburg geförderten Tagung wird am Freitag, den 9. Mai 2008, ab 18.00 Uhr, im Audimax der Uni Potsdam das Open Worlds Panel zum Thema online Welten gehalten. Nach der Eröffnungsrede des „Multi User Dungeon“ (M.U.D.) – Erfinders Richard Bartle werden lokale und internationale Vertreter der Industrie und Forschung über die Zukunft und Entwicklung offener virtueller Welten diskutieren.

Die Veranstaltung ist gemeinsamer Programmpunkt der Konferenz „The Philosophy of Computer Games“, der „Deutschen Gamestage“ und der „6. Quo Vadis Entwicklerkonferenz”.

Universität Potsdam
Institut für Künste und Medien
Europäische Medienwissenschaft
Am Neuen Palais 10

D-14469 Potsdam
Fon: +49 177 4665360
presse (at) digarec.net
http://www.gamephilosophy.org

[/lang_de]
[lang_en][ This text is only available in German. ]

Als dritter Teil einer Reihe wird die diesjährige internationale Konferenz “The Philosophy of Computer Games” vom Donnerstag, den 8. bis Samstag, den 10. Mai 2008 an der Universität Potsdam stattfinden. Drei Tage lang werden auf der interdisziplinären Tagung Computerspiele aus verschiedenen Perspektiven diskutiert. Neben den Pionieren der Computerspielforschung Ian Bogost und Jesper Juul werden zahlreiche namhafte internationale Forscher sprechen.

Als besonderes Highlight der vom Medienboard Berlin-Brandenburg geförderten Tagung wird am Freitag, den 9. Mai 2008, ab 18.00 Uhr, im Audimax der Uni Potsdam das Open Worlds Panel zum Thema online Welten gehalten. Nach der Eröffnungsrede des „Multi User Dungeon“ (M.U.D.) – Erfinders Richard Bartle werden lokale und internationale Vertreter der Industrie und Forschung über die Zukunft und Entwicklung offener virtueller Welten diskutieren.

Die Veranstaltung ist gemeinsamer Programmpunkt der Konferenz „The Philosophy of Computer Games“, der „Deutschen Gamestage“ und der „6. Quo Vadis Entwicklerkonferenz”.

Universität Potsdam
Institut für Künste und Medien
Europäische Medienwissenschaft
Am Neuen Palais 10

D-14469 Potsdam
Fon: +49 177 4665360
presse (at) digarec.net
http://www.gamephilosophy.org

[/lang_en]

]]>
https://www.digarec.de/2009/09/14/the-philosophy-of-computer-games-8-10-mai-2008/feed/ 0