Skip to main content

Computerspiel

  • Chapter
Erzählen

Zusammenfassung

Das Erzählen im Computerspiel ist so alt wie die kommerzielle Nutzung von Digitaltechnik als Plattform für kommerzielle Spiele. Seit den 1970er Jahren finden sich in Computerspielen komplexe Erzählwelten, und seit den 1980er Jahren sind anthropomorphe Spielerrepräsentationen (Avatare) meist sowohl der Fokalisationspunkt für Spielerhandlungen als auch Protagonist einer Geschichte. Waren die Erzählungen in Computerspielen lange Zeit mehrheitlich von archetypischer Einfachheit – Prinzessinnen befreien, Despoten stürzen, die Welt retten –, ist die Bandbreite behandelter Themen und die Qualität der Erzählungen stetig gewachsen.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 99.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Literatur

  • Aarseth, Espen J.: Cybertext. Perspectives on ergodic literature. Baltimore 1997.

    Google Scholar 

  • Aarseth, Espen J.: Doors and Perception: Fiction vs Simulation in Games. In: Intermédialités 9 (2007), 35–44.

    Google Scholar 

  • Aarseth, Espen J.: A Narrative Theory of Games. In: Proceedings of the International Conference on the Foundations of Digital Games 2012. New York 2012, 129–133.

    Google Scholar 

  • Aarseth, Espen J.: Ontology. In: Mark J. P. Wolf/Bernard Perron (Hg.): The Routledge Companion to Video Game Studies. New York 2014, 484–492.

    Google Scholar 

  • Backe, Hans-Joachim: Narrative Rules? Story Logic and the Structures of Games. In: Literary and Linguistic Computing 3/27 (2012), 243–260.

    Google Scholar 

  • Bogost, Ian: Persuasive Games. The Expressive Power of Videogames. Cambridge, MA 2010.

    Google Scholar 

  • Bolter, Jay David/Grusin, Richard: Remediation. Understanding New Media. Cambridge, MA 2003.

    Google Scholar 

  • Caillois, Roger: Die Spiele und die Menschen. Maske und Rausch. Frankfurt a. M. 1982.

    Google Scholar 

  • Calleja, Gordon: In-game. From Immersion to Incorporation. Cambridge 2011.

    Google Scholar 

  • Elleström, Lars: Modalities of Media: A Model for Understanding Intermedial Relations. In: Lars Elleström/Jørgen Bruhn (Hg.): Media borders, Multimodality and Intermediality. Basingstoke 2010, 11–48.

    Google Scholar 

  • Ennslin, Astrid: Literary Gaming. Cambridge, MA 2014.

    Google Scholar 

  • Fernández-Vara, Clara (2011): Game Spaces Speak Volumes Indexical Storytelling. In: Proceedings of DiGRA 2011 Conference: Think Design Play. http://www.digra.org/wp-content/uploads/digital-library/Game-Spaces-Speak-Volumes.pdf (1.2.2016).

  • Frasca, Gonzalo: Simulation versus Narrative. Introduction to Ludology. In: Mark J. P. Wolf/Bernard Perron (Hg.): The Video Game Theory Reader. New York 2003, 221–235.

    Google Scholar 

  • Fullerton, Tracy: Documentary Games: Putting the Player in the Path of History. In: Zach Whalen und Laurie N. Taylor (Hg.): Playing the Past: History and Nostalgia in Video Games. Nashville 2008, 215–238.

    Google Scholar 

  • Gendolla, Peter/Schäfer, Jörgen: Playing With Signs. Towards an Aesthetic of Net Literature. In: Dies. (Hg.):The Aesthetics of Net Literature. Writing, reading and playing in programmable media. Bielefeld 2007, 17–42.

    Google Scholar 

  • Järvinen, Aki: The Elements of Simulation in Digital Games: System, Representation and Interface in Grand Theft Auto: Vice City. In: Dichtung-Digital 5 (2003).

    Google Scholar 

  • Jenkins, Henry: Game Design as Narrative Architecture. In: Noah Wardrip-Fruin/Pat Harrigan (Hg.): FirstPerson. New Media as Story, Performance, and Game. Cambridge, MA 2004, 118–130.

    Google Scholar 

  • Jenkins, Henry: Convergence Culture. Where Old and New Media Collide. New York 2006.

    Google Scholar 

  • Jørgensen, Kristine: Gameworld Interfaces. Cambridge, MA 2013.

    Google Scholar 

  • Juul, Jesper: Half-Real. Video Games between Real Rules and Fictional Worlds. Cambridge, MA 2005.

    Google Scholar 

  • Manovich, Lev: Database as a genre of new media. In: AI & Society, 14. Jg. 2 (2000), 176–183.

    Google Scholar 

  • Murray, Janet Horowitz: Hamlet on the Holodeck. The Future of Narrative in Cyberspace. New York 1997.

    Google Scholar 

  • Neitzel, Britta: Computerspiele – ein literarisches Genre? In: Harro Segeberg/Simone Winko (Hg.): Digitalität und Literalität. Zur Zukunft der Literatur. München 2005, 111–135.

    Google Scholar 

  • Pearce, Celia: Towards a Game Theory of Game. In: Noah Wardrip-Fruin/Pat Harrigan: First Person. New Media as Story, Performance, and Game, Cambridge, MA 2004, 143–153.

    Google Scholar 

  • Ryan, Marie-Laure: Digital Media. In: Dies. (Hg.): Narrative across media. The languages of storytelling. Lincoln 2004, 327–335.

    Google Scholar 

  • Ryan, Marie-Laure: On the Theoretical Foundations of Transmedial Narratology. In: Jan Christoph Meister/Tom Kindt/Wilhelm Schernus (Hg.): Narratology beyond literary criticism. Mediality, disciplinarity. Berlin 2005, 1–23.

    Google Scholar 

  • Ryan, Marie-Laure: Avatars of Story. Minneapolis 2006.

    Google Scholar 

  • Simons, Jan: Narrative, Games, and Theory. In: Game Studies 7:1 (2007). Online verfügbar unter http://gamestudies.org/0701/articles/simons (1.2.2016).

  • Thon, Jan-Noël: Computer Games, Fictional Worlds, and Transmedia Storytelling: A Narratological Perspective. In: John Richard Sageng (Hg.): Proceedings of The Philosophy of Computer Games Conference 2009. http://www.hf.uio.no/ifikk/english/research/projects/thirdplace/Conferences/proceedings/Thon Jan-Noël 2009 – Computer Games, Fictional Worlds, and Transmedia Storytelling A Narratological Perspective.pdf (1.2.2016).

    Google Scholar 

  • Walther, Bo Kampmann: Self-reference in Computer Games: A Formalistic Approach. In: Bishara, Nina/Winfried Nöth (Hg.): Self-reference in the Media. Berlin/New York 2007, 219–236.

    Google Scholar 

  • Winkler, Hartmut: Medium Computer. Zehn populäre Thesen zum Thema und warum sie möglicherweise falsch sind. In: Lorenz Engell/Britta Neitzel (Hg.): Das Gesicht der Welt. Medien in der digitalen Kultur. München 2004, 202–213.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer-Verlag GmbH Deutschland

About this chapter

Cite this chapter

Backe, HJ. (2017). Computerspiel. In: Martínez, M. (eds) Erzählen. J.B. Metzler, Stuttgart. https://doi.org/10.1007/978-3-476-05364-0_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-476-05364-0_4

  • Publisher Name: J.B. Metzler, Stuttgart

  • Print ISBN: 978-3-476-02510-4

  • Online ISBN: 978-3-476-05364-0

  • eBook Packages: J.B. Metzler Humanities (German Language)

Publish with us

Policies and ethics