Workshop – 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

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Book Presentation: Screen Images at C/O Digital Festival (incl. In-Game Photo Competition) https://www.digarec.de/2022/12/01/screen-images-at-c-o-digital-festival-incl-in-game-photo-competition/ Thu, 01 Dec 2022 10:19:44 +0000 https://www.digarec.de/?p=2219

[German below]

It is with great pleasure that we announce the presentation of our edited volume Screen Images. In-Game Photography, Screenshot, Screencast published with Kadmos Kulturverlag Berlin in 2023.

This volume examines historical and contemporary image practices and phenomena – including screenshots, screen photography, screencasts, and in-game photography – and investigates a new interdisciplinary area of research. 

The book presentation will be part of the C/O Digital Festival . New Values. It takes place on December 10, 2022 at 11:15 am at Amerika Haus, Hardenbergstraße 22-24, 10623 Berlin.

Following the book presentation, the In-Game Photography Competition “Who Did It Better in In-Game Photography World Championship 2022” will take place at 12:30 pm. Jon Uriarte (Photographer’s Gallery London) and Marco De Mutiis (Fotomuseum Winterthur) will present artistic projects that have been created using in-game photography. They will select the best ones together with the visitors by addressing questions about photorealism, simulation, and photographic practices in video games.

Screen Images
In-Game Photography, Screenshot, Screencast
Winfried Gerling, Sebastian Möring, Marco De Mutiis (ed.)

Publisher: Kadmos Verlag, Berlin 2023.
Language: Englisch
376 pages, 15 x 23 cm
ISBN 978-3-86599-535-3

If you happen to be in the area we will be most happy to see you there.

Sincerely,

Winfried Gerling, Sebastian Möring and Marco De Mutiis (editors)

Some information about the festival in general:

Screenshot of the C/O Digital Festival . New Values. The background shows a star-filled image of the Milky Way.

C/O Berlin will present the results of the first annual program of C/O Digital at the Amerika Haus, Hardenbergstraße 22-24, 10623 Berlin on Dec 9 and 10, 2022. Free admission. 

In the context of talks, workshops, and participatory events, visitors are invited to partake and join in the discussion of the questions raised in 2022. C/O Digital’s annual theme was New Values, focusing on the redefinition of the term ‚value’ beyond the market, and the use of gaming strategies to rehearse worlds grounded on the different understandings of value. Ayoung KimDebbie Ding, and Keiken from the incubator program have challenged the term value through artistic research in exchange with their mentors Geert Lovink, MetaObjects, and The New Design Congress. Their artistic projects will be on view at C/O Berlin. All events are presented in English.

More about the program online at C/O Digital.

[German]

Buchvorstellung: Screen Images beim C/O Digital Festival (inkl. In-Game Photo Wettbewerb)

Cover of the book Screen Images. In-Game Photography, Screenshot, Screencast edited by Winfried Gerling, Sebastian Möring, Marco De Mutiis (Kadmos 2022).
Screen Images
In-Game Photography, Screenshot, Screencast
Winfried Gerling, Sebastian Möring, Marco De Mutiis (Hg.)
Verlag: Kadmos Verlag, Berlin 2023.
Sprache: Englisch
376 Seiten, 15 x 23 cm
ISBN 978-3-86599-535-3

Wir freuen uns sehr die Vorstellung unseres englischsprachigen Sammelbandes Screen Images. In-Game Photography, Screenshot, Screencast, der 2023 beim Kulturverlag Kadmos erscheint, anzukündigen. Der Band betrachtet historische und zeitgenössische Bildpraktiken und -phänomene – darunter Screenshots, Schirmfotografien, Screencasts und In-Game-Fotografien – und erkundet damit ein neues, interdisziplinäres Forschungsfeld.

Die Buchvorstellung findet im Rahmen des C/O Digital Festival . New Values am 10. Dezember 2022 um 11:15 Uhr im Amerika Haus, Hardenbergstraße 22-24, 10623 Berlin statt.

Im Anschluss um 12:30 Uhr findet der In-Game-Photography-Wettbewerb „Who Did It Better in In-Game Photography World Championship 2022” statt. Jon Uriarte (Photographer’s Gallery London) und Marco De Mutiis (Fotomuseum Winterthur) präsentieren künstlerische Projekte, die mit Fotografien aus Videospielen arbeiten. Gemeinsam mit den Besucher*innen wählen sie die besten Bilder nach den Kriterien des Fotorealismus, der Simulation und der fotografischen Praxis innerhalb von Videospielen aus.

Wir freuen uns auf zahlreiches Erscheinen.

Winfried Gerling, Sebastian Möring und Marco De Mutiis (Herausgeber)

Einige Informationen zum Festival im Allgemeinen

Screenshot of the C/O Digital Festival . New Values. The background shows a star-filled image of the Milky Way.

C/O Berlin präsentiert mit C/O Digital Festival . New Values vom 9. bis 10. Dez 2022 die Ergebnisse des ersten Jahresprogramms von C/O Digital im Amerika Haus, Hardenbergstraße 22-24, 10623 Berlin. Der Eintritt ist frei. 

Im Rahmen von Podiumsgesprächen, Workshops sowie partizipativen Veranstaltungen sind die Besucher:innen eingeladen, Neues auszuprobieren, mitzudiskutieren und die in 2022 aufgeworfenen Fragen zu vertiefen. Mit dem Jahresthema New Values widmete sich C/O Digital der künstlerischen Auseinandersetzung des Begriffs ‚Wert‘ jenseits des wirtschaftlichen Marktes. Durch die Verwendung von Gaming-Strategien wurden neue Welten entwickelt, die unterschiedliche Auffassungen dieses Begriffs reflektieren. Ayoung Kim, Debbie Ding und Keiken, die diesjährigen Künstlerinnen des Incubator-Programms, haben in Zusammenarbeit mit den Mentor:innen Geert Lovink, MetaObjects und The New Design Congress den Begriff durch künstlerische Recherche hinterfragt und präsentieren ihre daraus entstandenen Kunstprojekte bei C/O Berlin. Alle Veranstaltungen finden auf Englisch statt.

Mehr zum Programm online bei C/O Digital.

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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.

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Capturing the (Game) World: Ways of Looking & Ways of Playing. Virtual Cameras and Photogrammetry https://www.digarec.de/2022/10/17/capturing-the-game-world-ways-of-looking-ways-of-playing-virtual-cameras-and-photogrammetry/ Mon, 17 Oct 2022 10:49:02 +0000 http://www.digarec.de/?p=2180 27/10/2022

C/O Berlin & Livestream

led by Debbie Ding & Lars Pinkwart

The workshop language will be English

Registration here

When?

27. Oct. 2022
18:00

Where?

C/O Berlin Education Unit

Hardenbergstraße 19

10623 Berlin

Livestream at co-digital.org

Questions?
Write an email to C/O Berlin


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.

Workshop

The participants of this hands-on workshop will be taken to the worlds of VRChat to explore the application of 3D tools and game engines for use in creative and artistic works.

Hop between virtual worlds and create your own in-game photos, bring the real-world into the virtual with 3D scanning, and create new landscapes and environments out of pre-made and scanned 3d objects.

The workshop is open to everyone interested in the intersection of games, photography and 3D art, no previous experience required. If possible, bring a Windows Laptop, otherwise there will also be laptops provided. The workshop will be streamed online via Twitch and on co-digital.org and you can also join “hands-on” through VRChat from home.

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

How to participate

You can follow the workshop online (just simply checking co-digital.org) or onsite at C/O Berlin. You can actively participate or just as a spectator – both are welcome!

If you are coming to C/O Berlin, you can join us with or without a computer. Please check the requirements for using VR chat on your own computer on the side note. Please add on the registration whether you bring your own computer.

No previous experience required!


VRChat System Requirements

Requires a 64-bit processor and operating system.

OS: Windows 8.1, Windows 10.

Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater.

Memory: 4 GB RAM.

Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater.

DirectX: Version 11.

Network: Broadband Internet connection.

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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

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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

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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!

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