A large part of computer game research has worked on the pseudo-alternative games‹ or storytelling. However, the importance of the breaking points of these different concepts for an analysis of concrete examples is usually ignored.
This is where the present study starts by showing in a first step that computer games are realized on three media-cultural levels: that of simulation, that of the game and that of storytelling. In the second step, the focus is not on integrating the levels as seamlessly as possible. Rather, the numerous analyzes of computer games focus on the breaks as new offers of meaning that arise in the course of the often difficult linking of such complex media objects.
Overall, this results in a typology that resolves the dispute between game and narrative theory as a finding of the contradictions within computer games.
Spielen und Erzählen: Computerspiele und die Ebenen Ihrer Realisierung
Publishers: #Synchron (Synchron)