Navigationen: 'It's All in the Game' 2009

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Navigationen: 'It's All in the Game' 2009 Repositorium für die Medienwissenschaft Benjamin Beil, Sascha Simons, Jürgen Sorg u.a. (Hg.) Navigationen: 'It's all in the game' 2009 https://doi.org/10.25969/mediarep/532 Veröffentlichungsversion / published version Teil eines Periodikums / periodical part Empfohlene Zitierung / Suggested Citation: Beil, Benjamin; Simons, Sascha; Sorg, Jürgen u.a. (Hg.): Navigationen: 'It's all in the game', Jg. 9 (2009), Nr. 1. DOI: https://doi.org/10.25969/mediarep/532. Erstmalig hier erschienen / Initial publication here: https://nbn-resolving.org/urn:nbn:de:hbz:467-5722 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter this document in any Urheberrechtshinweise und sonstigen Hinweise auf gesetzlichen way, to copy it for public or commercial purposes, to exhibit the Schutz beibehalten werden. Sie dürfen dieses Dokument document in public, to perform, distribute, or otherwise use the nicht in irgendeiner Weise abändern, noch dürfen Sie document in public. dieses Dokument für öffentliche oder kommerzielle Zwecke By using this particular document, you accept the conditions of vervielfältigen, öffentlich ausstellen, aufführen, vertreiben oder use stated above. anderweitig nutzen. Mit der Verwendung dieses Dokuments erkennen Sie die Nutzungsbedingungen an. jg. 9, H. 1,2009 NAVI "".,.""", ~ GATION EN ........................ ... ,.. Zeitschrift für Medien· und Kulturwissenschaften Benjamin Beil! Sascha Si mons ! jürgen Sorg! jochen Venus (Hrsg.) "It's all in the Game" - Computerspiele zwischen Spiel und Erzählung r NAVI ················~ GATIONEN ...........................~ Zeitschrift für Medien- und Kulturwissenschaften IMPRESSUM HERAUSGEBER: REDAKTIONSADRESSE: Peter Gendolta Universität Siegen Sprecher des Kulturwissenschaftlichen SFB/FK 615 .. Medienumbrüche" Forschungskollegs 615 "Medienumbrüche" 5706B Siegen Tel. : 0271 /74049 32 WISSENSCHAFTLICHER BEIRAT: [email protected]·siegen.de Knut Hickethier, Klaus Kreimeier, Rainer Leschke. Joachim Paech Schüren Verlag GmbH Universitätsstraße 55 REDAKTION: 35037 Marburg Nicola Glaubitz, Christoph Meibom. Georg Rademacher Erscheinungsweise zweimal jährlich UMSCHLAGGESTALTUNG UND Preis des Einzelheftes: 13,- LAYOUT: Preis des Doppelheftes: 22,· Christoph Meibom, Susanne Pütz Jahresabonnement: 20.- Jahresabonnement TITELBILD: für Studierende: 14,- Screenshot aus dem Computerspiel 'Grand Theft Auto IV' Mit freundlicher Erlaubnis von Take-Two ISSN 1619· 1641 Interactive Deutschland ISBN 978·3-89472-551·8 DRUCK: Majuskel Medienproduktion, Wetzlar / Diese Arbeit ist im Kulturwissenschaftlichen Forschungskolleg 615 der Universität Siegen entstanden und wurde auf seine Veranlassung unter Verwendung der von der Deutschen Forschungsgemeinschaft zur Verfügung gestellten Mittel gedruckt. Benjamin Beil / Sascha Si mons / Jürgen Sorg / Jochen Venus (Hrsg.) r .., "It's all in the Game" L ..J Computerspiele zwischen Spiel und Erzählung \ ~ÜRfN Die Deutsche Bibliothek - CIP-Einheitsaufnahme Die deutsche Bibliothek verzeichnet diese Publikation in der deutschen Nationalbibliographie; detaillierte bibliografische Daten sind im Internet unter http://dnb.ddb.de abrufbar. IT’S ALL IN THE GAME INHALT Benjamin Beil, Sascha Simons, Jürgen Sorg und Jochen Venus It’s all in the game! ........................................................................................... 7 Jochen Venus Homecoming. Zur Simulation mentaler Karten in GTA San Andreas............. 13 Andreas Rauscher Exile on Mean Street. Popkulturelles genre cruising in der Grand Theft Auto-Reihe.......................... 25 Erik Fischer und Bettina Schlüter The music of Liberty City. Zur Konvergenz realer und virtueller Musikkulturen................................... 39 Rune Klevjer The Way of the Gun. Die Ästhetik des singleplayer first person shooters....... 53 Benjamin Beil „You are Nothing but my Puppet!“ Die unreliable prosthesis als narrative Strategie des Computerspiels ............ 73 Jürgen Sorg Gemischtes Doppel. Zur Psychologie narrativer Formen in digitalen Spielen................................ 91 Thomas Klein Verfolgungsjagd und Suche in Film und Computerspiel. Zur Intermedialität der Standardsituationen ............................................... 109 Felix Raczkowski Die Dramaturgie virtueller Kriege. Narration in Strategiespielen............... 121 Sascha Simons „Become a Backchannel Icon!“ Ludische Rezipienten-Aktivierung zwischen WWW und TV ...................... 135 NAVIGATIONEN IT’S ALL IN THE GAME AUTORINNEN UN AUTORINNEN Medienumbrüche Fokus NAVIGATIONEN Kappelhoff Hermann Frank Capras Capras Frank Gemeinsinns. des Organisation Mobilisierung:Kriegerische mediale Die Prelude to war to Prelude D AUTORE D und Leni Riefenstahls N......................................................................167 Tag der Freiheit der Tag .............151 IT’S ALL IN THE GAME IT’S ALL IN THE GAME! Keine andere Mediengattung wird in den letzten Jahren so kontrovers diskutiert wie die der Video- und Computerspiele. Und das mit gutem Grund: Denn keine andere Mediengattung verändert sich so rasant, fesselt so große Publika, hat ein solches Faszinations-, manche sagen: Suchtpotenzial und bietet ein derart reich- haltiges Formenspektrum wie das Computerspiel. Das Spektrum dessen, was man in Betracht ziehen muss, wenn man sich ein Bild von den Möglichkeiten die- ses Genres machen will, reicht von abstrakten Puzzlespielen über rundenbasierte Strategiespiele, Flug- und Fahrsimulationen bis hin zu epischen Adventures und filmisch anmutenden Actionspektakeln; es reicht von den wie konkrete Poesie anmutenden ASCII-Wüsten der rogue-likes bis zum diskreten Charme der Recht- ecke in Pong und Breakout, von den mehr oder weniger pixeligen sprites der 1980er und 1990er Jahre bis zur dynamischen und subtilen Lichtregie in 3D- Computergraphik, durch die sich aktuelle Action-Games wie Grand Theft Auto IV auszeichnen. Als wollten die digitalen Spiele Marshall McLuhans Satz, dass der ‚In- halt‘ eines Mediums immer ein anderes Medium sei, ironisch dekonstruieren, be- ziehen sie sich nicht nur streng mcluhanianisch auf die klassischen ‚Neuen‘ Medien um 1900 – nämlich so, dass sie Friedrich Kittlers Grammophon Film Typewriter in Form von DVD-Laufwerk, Display und Keyboard zur Peripherie digitaler Codes ma- chen; digitaler Codes, die die Spielenden und den Bildschirm in einen heißen Kreislauf zwischen gaze und remote control versetzen; sondern sie unterlaufen die- se allgemeine Form auch beständig, indem sie ihren medienpraktischen Horizont und ihre ästhetische Form beständig überarbeiten, mit jeder neuen Konsolenge- neration neu beschrieben werden müssen. Offenbar kennt das Computerspiel keine Grenzen: in ihm können alle nur denkbaren Bildtypen, Textsorten, Klang- formen und Bewegungsmuster auftauchen, und es scheint alle möglichen Nut- zungsformen zu tolerieren: Computerspiele können allein, zu zweit, in Gruppen, Clans und Ligen gespielt werden, aber auch von einer amorphen Masse wie im Fall der Massively Multiplayer Online Role-Playing Games (MMORPGs). Computerspiele verwerten alle medialen Elemente, Formen und Funktionen, die mit den gegen- wärtigen Medienbegriffen überhaupt nur identifizierbar sind: Zwischen Spiel und Erzählung, zwischen abstrakter Zahlenakrobatik und konkretistischem Rollenspiel, zwischen Feierabendvergnügen und geldwertem farming im Akkordbetrieb, zwi- schen dem selbstvergessenen flow des users, der naiv die vollständige Immersion anstrebt, und dem reflexivem modding einer Prosumentenszene, die die Grenze zwischen Form und Funktion kreuzt, gibt es keine mediale Form, die nicht Ge- genstand des Computerspiels werden könnte. IT’S ALL IN THE GAME ! Das vorliegende Themenheft der Navigationen geht diesem ebenso faszinie- renden wie verwirrenden Reichtum der digitalen Spiele nach. Um aber im Dschungel der Phänomene und ihrer möglichen Perspektivierungen nicht voll- kommen die Orientierung zu verlieren, unterziehen sich die Aufsätze der Diszip- lin perspektivischer und thematischer Begrenzungen. Einerseits beschränken sich NAVIGATIONEN BENJAMIN BEIL, SASCHA SIMONS, JÜRGEN SORG UND JOCHEN VENUS die Beiträge auf die ästhetische Immanenz des Spiel-Erlebnisses. Sie fragen da- nach, was man in Computerspielen zu sehen, zu hören und zu verstehen be- kommt und sie fragen, wie uns Computerspiele etwas zu sehen, zu hören und zu verstehen geben. Die Beiträge fragen, mit einem Wort, nach dem Erfahrungsgehalt der Computerspiele. Sie fragen dagegen nicht nach den kommerziellen Verwer- tungsbedingungen der Computerpsielindustrie, den individuellen Nutzungsmoti- ven, den sozialethischen (Des-)Orientierungspotenzialen, den kurz- und langfristi- gen persönlichen und gesellschaftlichen Wirkungen und ihrer sozialpädagogischen und medienpolitischen Anreizung bzw. Hemmung. Diese Fragen bleiben nicht deshalb
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