Die Natürlichkeit Des Spielens. Vom Verschwinden Des Gemachten Im Computerspiel 2008

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Die Natürlichkeit Des Spielens. Vom Verschwinden Des Gemachten Im Computerspiel 2008 Repositorium für die Medienwissenschaft Rolf F. Nohr Die Natürlichkeit des Spielens. Vom Verschwinden des Gemachten im Computerspiel 2008 https://doi.org/10.25969/mediarep/1077 Veröffentlichungsversion / published version Buch / book Empfohlene Zitierung / Suggested Citation: Nohr, Rolf F.: Die Natürlichkeit des Spielens. Vom Verschwinden des Gemachten im Computerspiel. Münster: LIT 2008 (Medien'welten. Braunschweiger Schriften zur Medienkultur 10). DOI: https://doi.org/10.25969/mediarep/1077. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2014/11/Nohr_Nat%C3%Bcrlichkeit_Onlineversion.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0 License. For more gleichen Bedingungen 3.0 Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: https://creativecommons.org/licenses/by-nc-sa/3.0 https://creativecommons.org/licenses/by-nc-sa/3.0 Machen uns Computerspiele zu Amokläufern? Machen sie uns schlauer? Sind sie konfigurative, dissidente oder neoliberale Handlungsanleitungen? Auf alle Fälle ›wirken‹ Computerspiele. Sie sind ›sublime Objekte‹, deren Besonderheit in ihrem spezifischen Gebrauchsangebot begründet liegt. Die Annahme dieses Buches ist es, dass Computerspiele weitaus ver- des Spielens Die Natürlichkeit borgener, unterschwelliger und weitgreifender wirken als es populäre De- batten behaupten. Computerspiele sind Ideologie- und Diskursmaschinen, die Bedeutungen, Wissensformationen und Normen in einer Gesellschaft Rolf F. Nohr gleichzeitig umwälzen wie auch stabilisieren. Die Frage, die in diesem Buch im Vordergrund steht, ist, wie das digitale Spiel als Teil des Mediums Die Natürlichkeit des Spielens Computer und als Teil der Gesellschaft beschrieben werden kann, aber auch, wie es seine kulturelle ›Gemachtheit‹ verschleiert und ›unmittelbar‹ Vom Verschwinden des Gemachten wird. im Computerspiel Rolf F. Nohr F. Rolf Medien' Welten ISBN 978-3-8258-1679-7 LIT Rolf F. Nohr Die Natürlichkeit des Spielens Medien ’ Welten Braunschweiger Schriften zur Medienkultur, herausgegeben von Rolf F. Nohr Band 10 Lit Verlag Münster / Hamburg / Berlin / London Lit Rolf F. Nohr Die Natürlichkeit des Spielens Vom Verschwinden des Gemachten im Computerspiel Lit Bucheinbandgestaltung: Tonia Wiatrowski / Rolf F. Nohr unter Verwendung eines Screenshots des Computerspiels Virus (© Frontier Developments / Firebird / David Braben ) 1988 Buchgestaltung: © Roberta Bergmann, Anne-Luise Janßen, Tonia Wiatrowski http://www.tatendrang-design.de Satz: Rolf F. Nohr Lektorat: Katrin Meissner © Lit Verlag Münster 2008 Grevener Straße / Fresnostraße 2 D-48159 Münster Tel. 0251-23 50 91 Fax 0251-23 19 72 e-Mail: [email protected] http://www.lit-verlag.de Chausseestr. 128 / 129 D-10115 Berlin Tel. 030-280 40 880 Fax o30-280 40 882 e-Mail: [email protected] http://www.lit-verlag.de/berlin/ Die Onlineausgabe dieses Buches ist deckungsgleich mit der Originalausgabe. Die Onlineausgabe ist lizenziert unter einer Creative Commons Namensnennung - Nicht-kom- merziell - Weitergabe unter gleichen Bedingungen 3.0 Unported Lizenz.(http://creativecom- mons.org/licenses/by-nc-sa/3.0/deed.de) Bibliografische Information der Deutschen Bibliothek Die Deutsche Bibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.ddb.de abrufbar. ISBN 978-3-8258-1679-7 Printed in Germany Gefördert von Inhaltsverzeichnis 1. Einleitung: Das Spiel als wirkendes Medium 7 Killerspieldebatten und Mediendiskurse 7 Medienwissenschaft und Medienwirkung 8 Vom Unsichtbar-Werden im Spiel 12 Ideologie Spielen 16 Dank 18 2. Die Technik des Spielens: Evokationen und sublime Objekte 19 Von Kempelens ›Schach-Türke‹ 19 Evokationen 21 Das sublime Objekt 26 Bilder und Hybridisierungen 29 Koppelung, Erfahrung und die Evokation von Wünschen 32 Regel, Regulation, Begrenzung, Finalität 36 Naturalisierungen des symbolischen Systems Spiel 41 2. Die Natürlichkeit des Spiels: Raumfetischismus 46 Die Produktion von Räumen durch und im Spiel 47 Erste Ebene: Medienräume 52 Zweite Ebene: Soziale Räume 58 Dritte Ebene: Diskursive Räume 64 3. Die Koppelung und Variation von Diskursen: Strategie spielen 71 Johann C. L. Hellwigs »Kriegsspiel« 75 Herbert G. Wells »Little Wars« 79 Strategie und Aufbausimulation 83 Sim City 87 Strategie und Statistik 90 Modellbildung: Regieren und Simulieren 94 Diskursive Koppelungen 96 Schluss 100 Inhaltsverzeichnis 5 104 4. Die Adaption an die Diskurse: Rhythmus und Arbeit 109 Rhythmus und Distinktion 110 Karl Bücher: Arbeit und Rhythmus 112 Metasound des Rhythmus – Gilbreth´sche Arbeitswissenschaften 117 Schreib-Maschine 120 Rhythmscience 130 5. Die Durchgängigkeit der Diskurse: Half-Life und die Gewalt 132 Paratext 134 Common sense als Diskursformation 135 Spiel-Diskurse: Shooter 144 Dispositiv Medium: Freiheitsbehauptung und Ideologie 153 6. Das Symbolische der Bilder: Unmittelbarkeit und Gemachtheit 156 Das Bild des Spiels 157 Die Naturalisierung des Technischen im Symbolischen 158 Das Symbolisch-Sprachliche 161 Konventionalisierung und Stereotypisierung 162 Apparatustheorie 170 Apparatus Spiel – naturalisierte Diskurse 176 Das Phantastische als das Natürliche 181 Schluss 183 7. Transparenz, Naturalisierung und die Option der Dissidenz 184 Zusammenführung 192 Materielle Persistenz 202 Appropriationen 214 Die Natur des Natürlichen 217 8. Ausblick: Eine Ökonomie des Spiels. 232 Anmerkungen 259 Literaturverzeichnis 278 Gamografie 283 Abbildungsverzeichnis 286 Anhang : Quellenauswahl zu Kapitel 5 301 Textnachweis 6 Einleitung: Das Spiel als wirkendes Medium Killerspieldebatten und Mediendiskurse Der nebenstehender Text stammt aus der Begrün- »Wissenschaftliche Erkenntnisse belegen, dass ins- dung eines Antrags des Landes Bayern zur Verände- besondere sog. Killerspiele, die menschenverach- rung unter anderem des Jugendschutzgesetztes, tende Gewalttätigkeiten zum Gegenstand haben, der anlässlich der sogenannten »Killerspieldebat- eine gewaltabstumpfende und für bestimmte labile te« im Jahre 2007 in den Bundesrat eingebracht Charaktere auch eine stimulierende Wirkung ha- wurde. Die darin vertretene Argumentation ist ben können. Zwar sind einzelne Auswirkungen von archetypisch für eine Diskussion, die die Compu- Gewaltspielen noch umstritten. Zahlreiche wissen- terspiele (wie auch viele andere Medien) seit Jahr- schaftliche Erkenntnisse legen aber eine nachteilige zehnten begleitet. Das Argument zielt darauf ab, Wirkung gerade auf Jugendliche nahe. Nach dem eine staatliche Einflussnahme gegenüber Medi- heutigen Forschungsstand bestehen insbesonde- en zu erwirken, denen eine Wirkung unterstellt re keine begründeten Zweifel daran, dass der Kon- wird und die als nicht konform mit den ethischen, takt mit derartigen Medien, vor allem bei Kindern, moralischen oder ästhetischen Wertsystemen ei- Jugendlichen und Heranwachsenden, aber auch bei ner Gesellschaft angenommen wird. Das ›Dilem- Erwachsenen, die Gefahr einer Nachahmung und ei- ma‹ einer solchen Diskussion stellt sich zunächst ner Abstumpfung in sich birgt, die sich schädlich dar als das Konfligieren der geforderten oder auf- auf die Gemeinschaft auswirken kann.« gerufenen Schutzannahme mit dem bestehenden Gesetzesantrag des Freistaates Bayern: »Entwurf Postulat der Meinungs- oder Kunstfreiheit. Die eines Gesetzes zur Verbesserung des Jugend- Forderung des Verbots oder der Einschränkung schutzes (JuSchVerbG)« Bundesrat Drucksache der Zugänglichmachung berufen sich auf eine un- 76/07, 02.02.07, S.1 terstellte Wirkung der jeweils diskutierten Medi- en, eine Wirkung, die als kontraproduktiv zu den ausgehandelten und geförderten Wertvorstel- lungen einer Gesellschaft angenommen wird. Beachtenswert an solchen Diskussionen ist nun – zumindest aus der Perspektive der Medienwissenschaft – weniger die Tatsache einer grundsätzlichen Verstän- digung einer Gesellschaft über ihre Ausdrucksformen, Werte und Freiheitsbe- griffe, sondern verstärkt die Verhandlung des Konzepts ›medialer Wirksam- keit‹. Vielen Argumentationen im Bezug auf Einschränkungsmaßnahmen von Mediendiskurse 7 expliziten Medieninhalten ist die Unterstellung einer unidirektionalen und unmittelbaren Wirkung der Medieninhalte gemein. So postuliert das bereits erwähnte Papier der Bayrischen Landesregierung: »Die Gefahr einer Nachahmung, die die Hemmschwelle zur Gewaltanwendung senkt, ist hier [bei Gewalt visualisierenden Computerspielen – RFN] besonders groß. Tötungshandlungen kön- nen durch die Simulation gleichsam trainiert werden. Derartige Gewaltspiele sind daher ge- eignet, beim Spieler eine Einstellung zu erzeugen oder zu verstärken, die den fundamentalen Wert- und Achtungsanspruch des Menschen in Frage stellt. Ihnen wohnt eine Tendenz zur Be- jahung oder zumindest zur Bagatellisierung von Gewalt inne, die mit dem Achtungsgebot der Menschenwürde im Widerspruch steht und daher mit unserer Wertordnung nicht vereinbar ist« (ebd. 16). Es ist fast schon ein Allgemeinplatz, dass sich solche Argumentationen zwar häufig auf Postulate der Medienwirkungsforschung beziehen, selten aber kon- kret auf signifikante und eindeutig qualitative oder quantitative Studien zu- rückgreifen können. Hier klafft zwischen der politisch postulierten und im öf- fentlichen common sense verankerten Annahme eines ›objektiv-signifikanten‹
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