Zur Theorie Der Computerspiel-Genres: Versuch Einer Klassifikation“

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Zur Theorie Der Computerspiel-Genres: Versuch Einer Klassifikation“ DIPLOMARBEIT Titel der Diplomarbeit „Zur Theorie der Computerspiel-Genres: Versuch einer Klassifikation“ Verfasser Benjamin Sterbenz angestrebter akademischer Grad Magister der Philosophie (Mag. phil.) Wien, 2011 Studienkennzahl lt. Studienblatt: A 9700020 Studienrichtung lt. Studienblatt: Theater-, Film- und Medienwissenschaft (A317) Betreuer: ao. Univ.-Prof. Dr. Rainer Maria Köppl 2 INHALTSVERZEICHNIS 1 EINLEITUNG ..............................................................................................................................................5 2 KLARSTELLUNGEN ZUR TERMINOLOGIE ......................................................................................7 2.1 DEFINITION SPIEL ................................................................................................................................. 7 2.2 DEFINITION GAMEPLAY........................................................................................................................ 9 2.3 DEFINITION COMPUTER- UND VIDEOSPIEL ......................................................................................... 10 2.4 FILM-GENRES VS. SPIEL-GENRES ....................................................................................................... 11 3 GENEALOGIE DER SPIEL-GENRES ...................................................................................................13 3.1 TECHNOLOGIE ALS DOMINANTER FAKTOR.......................................................................................... 14 3.2 ACTIONSPIELE .................................................................................................................................... 21 3.3 ABENTEUERSPIELE ............................................................................................................................. 23 3.4 STRATEGIESPIELE ............................................................................................................................... 25 3.5 SIMULATIONSSPIELE (PROZESS-ORIENTIERTE SPIELE)........................................................................ 26 4 GENRE-BEGRIFFE IN MASSENMEDIEN UND SACHBÜCHERN .................................................27 4.1 DER GENRE-BEGRIFF IN ZEITSCHRIFTEN ............................................................................................ 27 4.2 DER GENRE-BEGRIFF ALS MARKETINGWERKZEUG ............................................................................ 31 4.3 DER GENRE-BEGRIFF IN RATGEBER- UND FAN-LITERATUR ............................................................... 33 4.3.1 Actionspiele................................................................................................................................... 34 4.3.2 Abenteuerspiele............................................................................................................................. 36 4.3.3 Rollenspiele................................................................................................................................... 36 4.3.4 Strategiespiele............................................................................................................................... 37 4.3.5 Simulationsspiele........................................................................................................................... 38 4.3.6 Sportspiele..................................................................................................................................... 39 4.3.7 Rennspiele ..................................................................................................................................... 39 4.3.8 Denk- und Puzzlespiele ................................................................................................................. 40 4.4 ZUSAMMENFASSUNG .......................................................................................................................... 41 5 GENRE-BEGRIFFE IN DER PRAXIS....................................................................................................43 5.1 REAKTIONSVERMÖGEN UND SCHNELLES HANDELN ALS MERKMALE ................................................. 47 5.1.1 Schießspiele................................................................................................................................... 50 5.1.2 Kampfspiele................................................................................................................................... 51 5.1.3 Plattformspiele .............................................................................................................................. 52 5.1.4 Horrorspiele.................................................................................................................................. 52 5.1.5 Rennspiele ..................................................................................................................................... 53 5.2 DENKAUFGABEN UND BEDACHTES VORGEHEN ALS MERKMALE ........................................................ 55 5.2.1 Abenteuerspiele............................................................................................................................. 55 5.2.2 Rollenspiele................................................................................................................................... 57 5.2.3 Strategiespiele............................................................................................................................... 58 5.2.4 Simulationsspiele........................................................................................................................... 61 5.3 GRENZFÄLLE ...................................................................................................................................... 64 5.4 ZUSAMMENFASSUNG .......................................................................................................................... 66 6 GENRE-BEGRIFFE IN DER WISSENSCHAFT...................................................................................69 6.1 META-EINTEILUNG ANHAND VON CAILLOIS....................................................................................... 71 6.2 DIE ZWEI ÜBEREBENEN: REPRÄSENTATION UND INNERE STRUKTUR.................................................. 74 6.2.1 Die Hülle....................................................................................................................................... 74 6.2.2 Der Kern ....................................................................................................................................... 79 6.2.2.1 Interaktivität ........................................................................................................................................ 79 6.2.2.2 Narrativität .......................................................................................................................................... 95 6.3 ZUSAMMENFASSUNG VON HÜLLE UND KERN ................................................................................... 107 7 SCHLUSSFOLGERUNG ........................................................................................................................109 8 BIBLIOGRAFIE ......................................................................................................................................113 9 BILDNACHWEISE .................................................................................................................................118 10 LUDOGRAFIE.........................................................................................................................................119 3 4 1 Einleitung Es gibt viele Bücher zu Computerspiel-Forschung, mit den unterschiedlichsten Ansätzen, aus den unterschiedlichsten Gebieten. Autoren, die sich ausschließlich mit Spielen und ihren Grundlagen auseinandersetzen, widmen sich meist der Frage, was ein Spiel ist. Forscher, die an die Thematik interdisziplinär herangehen, stellen hingegen oft die Frage, ob ein Spiel als Text verstanden und entsprechend analysiert werden kann. Es geht mitunter auch darum, inwieweit Geschichten in Spielen relevant sind und welche Formen sie annehmen können. Des Weiteren gibt es unzählige Abhandlungen zur Wirkungsforschung, die zu klären versuchen, ob und wie Computerspiele Spieler – vor allem in Hinblick auf Gewaltdarstellung – beeinflussen. Was es jedoch nicht gibt, ist eine ausführliche Arbeit, die sich ausschließlich mit der Genre- Frage beschäftigt. Es gibt daher bis dato auch kein akzeptiertes und standardisiertes Modell, anhand dessen Genre in Spielen analysiert werden kann. Im Zuge seiner kurzen, oberflächlichen Analyse des Spiels „Halo“ stellte der finnische Wissenschaftler Järvinen 2002 fest, was selbst acht Jahre später immer noch Gültigkeit hat: „Die Frage von Genre ist in Game Studies weitgehend unbeantwortet. Dass Computer- und Videospiele ein kulturelles Genre darstellen, ist akzeptiert, die Unterscheidungen, Zusammenhänge und Variationen innerhalb dieses kulturellen Genres verbleiben jedoch unausgewertet. Die gängigen Genre- Auffassungen haben ihren Ursprung im Spiele-Journalismus und nicht in systematischen Untersuchungen.“1 In einigen Büchern finden sich zwar kleinere Abschnitte zu diesem Thema, die Qualität und Ausformung ist jedoch sehr inkonsistent. In vielen Fällen werden die geläufigen, von Industrie und Spielern etablierten Begriffe übernommen, ohne sie zu hinterfragen, und die Autoren beschränken sich auf eine deskriptiv-historische Herangehensweise. Jene Texte, die
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