Martin Lorber Many cultural institutions today are concerned with collecting and preserving objects of relevance to human history. Whether these are technical, cultural, or political objects—the systematic preservation of artifacts is integral to our engagement with our past and our … Continue reading
Category Archives: Leseproben
Unter dieser Rubrik stellen wir Volltexte und Textauszüge aus dem Band Clash of Realities 2015/16: On the Art, Technology, and Theory of Digital Games. Proceedings of the 6th and 7th Conference bereit: Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt: Introduction to … Continue reading
Lisa Gotto Ludic concerns have consistently been at the heart of moving images. In the 19th century, optical toys like the flipbook, the phenakistiscope, the thaumatrope, the zoetrope, and the praxinoscope allowed viewers to play with the moving image and … Continue reading
Angela Tillmann, André Wessel Nowadays, digital games are not only perceived as entertainment, but also as a valid medium of education, and their pedagogic capacity has opened up new paths for media education in many different areas. Digital games are … Continue reading
Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt The aesthetic desire for the fusion of different media seems to be as old as modernity. Limited by its materiality, analog media could hardly fulfill this longing. Software, however, is by definition … Continue reading
Alvarez Igarzábal, Federico, research assistant at the Cologne Game Lab of the TH Köln–University of Applied Sciences and Ph.D. candidate at the Cologne Game Lab and the Department of Media Culture and Theater of the University of Cologne. His Ph.D. … Continue reading
Program Board of the Clash of Realities Conference In 2015 and 2016, Clash of Realities —The International Conference on the Art, Technology, and Theory of Digital Games took place in Cologne for the sixth and seventh time. At the center … Continue reading
On the Art, Technology, and Theory of Digital Games. Proceedings of the 6th and 7th Conference Digital games in pedagogy games as social environments, ethics in games, digital games as transmedia works of art; the aesthetics of play, cineludic aesthetics—these … Continue reading
Seit heute sind zwei Texte aus dem Sammelband online: Eric Zimmermans Manifest für ein ludisches Jahrhundert sowie Pablo Abends und Benjamin Beils Editor-Games Viel Spaß und Erkenntnisgewinn bei der Lektüre!
Auch Ulrike Bergermanns Beitrag »Die “All-Null. Vorgeschichten des digitalen Horizonts bei Google Earth« ist ab sofort online verfügbar!