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Perspektiven 8 MEDIEN wissenschaft 01/2021 Perspektiven Markus Spöhrer Spielen über das Gehör – Zum medienwissenschaftlichen Poten- zial digitaler Audio Games Spielen über das Gehör – Zum medi- jedoch zunehmend eine Berücksich- enwissenschaftlichen Potenzial digi- tigung auditiver Aspekte von Games taler Audio Games verzeichnen. So existieren Arbeiten, die sich mit der $ eorie und Praxis Die vorliegende Perspektive beschäf- des Sound Designs für digitale Spiele tigt sich mit sogenannten Audio (Childs 2007; Collins 2008; Marks Games, einem Videospielgenre, dessen 2012), den historischen Dimensionen Game-Mechaniken sowie narrative von Videospielmusik (Collins 2017) und interaktive Aspekte primär auf sowie der Beziehung von Sound und auditiven Elementen basieren. Dabei Musik zu erzählerischen Aspekten oder stehen somit nicht nur jene auditiven Spielmechaniken beschäftigen (z.B. Elemente im Vordergrund, die zur Munday 2007; Collins 2013; Austin ästhetisch-narrativen Gestaltung der 2016; Summers 2016; Domsch 2016). Erzählung eingesetzt werden, sondern Obwohl derartige Publikati- in gleichem Maße auch die Bedeutung onen auf die entscheidende Rolle von von Hör-Elementen für die ludische auditiven Aspekten für das digitale Interaktion, insbesondere die Steuerung Spielen hinweisen, legen die meisten der Spiele sowie die Orientierung im (Spiel)Raum. AG Auditive Medienkulturen und Sound Studies der Gesellschaft für Medien- wissenschaft: „Medienwissenschaft geht Auditive Elemente digitaler Spiele in davon aus, dass eine Auseinandersetzung der Forschung mit Medien, mit ihren technischen und ästhetischen, ihren symbolischen und kommunikativen Eigenschaften einen In der Forschung zu digitalen Spielen wesentlichen Beitrag zum Verständnis führte die auditive Dimension des Spie- von Geschichte, Kultur und Gesellschaft lens lange Zeit allenfalls ein Nischen- leistet. Auf Grundlage dieser Prämissen stellen wir die Frage nach der bestehen- dasein (vgl. Röber/Masuch 2005, S.1). den medienwissenschaftlichen Forschung Im Zuge der Sound Studies und ins- zu sonischen Medien und auditiver Kul- besondere in jenen Arbeiten, die auf tur, zu den in diesem Kontext realisierten digitales Spielen fokussieren 1, lässt sich künstlerischen Arbeiten und zur elek- tronischen/digitalen Audiotechnik bzw. -produktion“. Siehe http://www.auditive- 1 Vergleiche hierzu beispielsweise die medienkulturen.de/ (Letzter Zugriff : Agenda und Schwerpunktsetzung der 06.11.2020). Perspektiven 9 Arbeiten der Computerspielforschung Diskurs eine gewisse Einigkeit darüber ihr Hauptaugenmerk auf die visuellen zu herrschen, dass ‚Sehen‘ relevanter sei Aspekte, insbesondere die Grafi k von als ‚Hören‘, wenn es um die Bedienung digitalen Spielen (vgl. hierzu exempla- des game interfaces , die Interaktion risch Felzmann 2012). Darüber hinaus mit dem Spiel, das gameplay oder die explizieren auch gängige Defi nitionen Rezeption der Narration eines digitalen digitaler Spiele diese Schwerpunktset- Spieles geht. Tatsächlich spiegelt dies zung, indem sie das visuelle Element auch das Angebot an Spielsoftwares zum grundlegenden Merkmal erheben wieder: „Currently game interfaces oder zur wesentlichen Bedingung erklä- mostly rely on graphics to convey ren, ein digitales Spiel überhaupt spielen information to the player“ (Garcia/ zu können, wie bereits einige Klassiker de Almeida Neris 2013, S.229) – eine der Game Studies zeigen (z.B. Wolf Aussage, die auch gegenwärtig noch 2001 und 2006; Frasca 2001; New- Gültigkeit hat. So handelt es sich auch man 2004). So formuliert etwa Mark P. 2019 beim weltweit meistverkauften und Wolf: „By defi nition, the video game is -rezipierten Game – dem Open World - a visual medium, and one that combines Spiel Minecraft (seit 2009) (vgl. Statista information processing and interaction, 2019) – um ein digitales Spiel, bei dem often in such a way that one relies on the die auditive Ebene keine notwendige speed of the other. A large part of play- Voraussetzung für die Interaktion ing a video game involves reading and darstellt, da die core mechanics (vgl. interpreting the graphics of the game, for Sicart 2008) rein visuell angelegt sind. navigation and other goal-oriented acti- Dass eine derartige Spielmechanik aber vities such as collecting or using objects nicht notwendigerweise an visuellen and interacting with the right characters, Output gebunden ist, zeigt das Spiel and so on“ (Wolf 2006, S.193). Musicraft, eine Audio Game-Variante Basierend auf derartigen okular- von Minecraft , die auf dem Erstellen zentrischen Defi nitionen werden die dynamischer musikalischer Welten auditiven Dimensionen digitaler Spiele basiert: „% e audiogame Musicraft is häufi g als lediglich die Grafi k unterstüt- conceptualised to play as a game, during zende oder aber ästhetisch aufwertende, which the players learn how to construct „decorative eff ects“ (Gärdenfors 2003, music in an abstract audio-only world S.111) verstanden. Diese Schwerpunkt- isomorphic to elements of common setzung manifestiert sich auch in der von music notation. % e music constructions Produktion und Forschung verwendeten are focused on surviving and avoiding Bezeichnung ‚Videospiel‘ (‚video‘, lat. für musical monsters“ (Kirke 2019, S.66). ‚ich sehe‘) oder dem noch älteren Begriff Generell manifestiert sich die des ‚Bildschirmspiels‘ (vgl. etwa Knoll Schwerpunktverlagerung auf Sichtbares 1986). auch in Paratexten, wie etwa Screen- Es scheint sowohl bei Gamedesig- shots in Video Game-Zeitschriften ner_innen als auch bei den Rezipient_ sowie der primären Vermarktung von innen und im wissenschaftlichen digitalen Spielen in visuellen Medien 10 MEDIEN wissenschaft 01/2021 wie Film, Fernsehen sowie auf Online- psychisch-emotionale Wirksamkeit Plattformen (z.B. Twitch.tv und You- abzielende Elemente als um interak- tube.com). Spezifi scher lässt sich die tive Mittel. Die Clicker in ! e Last okularzentrische Fokussierung auch of Us sind blinde Mutanten, die sich im wissenschaftlichen Diskurs um den ähnlich wie Fledermäuse anhand von historischen visuellen Überbietungs- Klick-Geräuschen orientieren. Dem- wettkampf von Videospielherstellern in entsprechend ‚sehen‘ diese Kreaturen den 1990er Jahren erkennen: „During die Spielfi gur nicht, sondern orten sie the 1990s, the bit capacities of PCs as mittels Aussendung und Rezeption von well as consoles grew exponentially. Schallwellen. Sie reagieren besonders New methods of visual processing were auf Geräusche, die durch laute oder developed allowing computer genera- unvorsichtige Bewegungen hervorge- ted images to achieve an unprecedented rufen werden, sowie auf Berührungen level of precision” (Malliet/Meyer 2003, durch den Avatar. Die Spieler_innen S.38). Technologischer Fortschritt in können die Anwesenheit der Clicker der Entwicklung digitaler Spiele und durch die Klick-Geräusche frühzei- entsprechender Hardwarekomponenten tig hörend erkennen und ihren Avatar werden somit häufi g mit einer Optimie- durch vorsichtiges Herantasten an den rung der visuellen Outputs im Hinblick blinden Wesen vorbei manövrieren. auf Detailtreue, Aufl ösung, Foto-Rea- Es handelt sich hierbei also um eine lismus, frames per second et cetera ver- Spielstrategie, die zwar zunächst eine bunden (vgl. Felzmann 2012). Fokussierung auf das Hörbare evo- Während gegenwärtig einige Spiele ziert, letztendlich aber in einer visuell auch ludisch-auditive Segmente involvie- bedingten Spielhandlung, dem Manö- ren – wie etwa die Clicker-Kreaturen in vrieren auf der Bildfl äche, mündet. Der ! e Last of Us (Naughty Dog, 2013), die interaktive Prozess zwischen Spieler_ lediglich auf Geräusche reagieren und innen und dem Videospiel-Dispositiv die Aufmerksamkeit der Spieler_innen wird zunächst zwar auf der akustischen auf auditive cues 2 verlagern –, handelt es Ebene angestoßen, jedoch münden die sich hier meist stärker um ästhetische daraus resultierenden Spielhandlungen und narrative Aspekte sowie auf eine letztendlich in visuellen Interaktionen. Konstantinos Drossos et al. fassen 2 Bei „auditory cues“ (Röber/Masuch 2005, diese Tendenz zur visuellen Prävalenz S.2) – auch „hearcons“ (Klante 2003, S.697) oder „auditory interaction objects“ wie folgt zusammen: „Many of the (ebd., S.697) – handelt es sich um „per- game aspects, e.g. player-game interac- manently hearable objects with a position tion, scenery and scenario, guidelines, in space, a varying intensity, an interaction tutorials and others, are primarily com- area and a specifi c sound“ (ebd.). „[T] hey merge the previous knowledge of the municated through colors, shapes, text listener with natural auditory associations with sound sources and causes [and] can tude, pitch and timbre and by assigning a incorporate a large variety of information meaning to the corresponding objects and simultaneously by combining and proces- situations from the virtual environment“ sing the audio dimensions of sound ampli- (Balan et al. al., 2015, S.4). Perspektiven 11 and visual objects“ (Drossos et al., 2015). kostenintensiv produziert zu bezeich- Die Fokussierung auf Sichtbares anstelle nen ist 4, so lässt sich dennoch feststel- von Hörbarem scheint zudem dadurch len, dass die interaktiv-ludische Nutzung bekräftigt zu werden, dass die meisten des ‚Hörens‘ in digitalen Spielen kaum kommerziellen Spiele auch ohne Sound berücksichtigt wird (vgl. Drossos et al. spielbar sind und durch visuelle cues die 2015). nötigen interaktiven und ästhetischen Bei der von Entwickler-Studios Informationen vermitteln. Im Gegen- primär anvisierten Zielgruppe handelt satz dazu sind digitale Spiele, bei denen es sich also
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