ed. by Karin Wenz and Uwe
Wirth (Guesteditors)
Bodies
and Technologies in Multiplayer Role-Playing
Games [English] Nika
Bertram's Der Kahuna Modus as Novel and as
Computer Game [German] An
Essay on Virtual Bodies of Real People in the
Internet [German] Shattered
embodiment. Cyberspace as Cartesian Project
[English] Newsletter
2001: Newsletter
2000: Newsletter
1999:
4.Jg. / Nr.
26 - ISSN 1617-6901
earlier
newsletter
Role-playing
games create fictional spaces within which
imaginary, exotic, and often heroic identities
can be acted out. MMORPGs, Massive Multiplayer
Role-Playing Games, offer increasingly complex
and complicated networks of player interaction -
here playing becomes especially time-consuming
and at times even boring. Randi
Gunzenhäuser compares Diablo II and
Dark Age of Camelot and concludes that
MMORPGs do not form a homogeneous genre but
offer very diversified, even oppositional
playing
experiences.
http://www.dichtung-digital.com/2002/11-10-Gunzenhaeuser.htm
Bernd
Hartmann analyses the Kahuna Modus
following the question what governs a
transcription of a linear printed novel into an
interactive computer game. The computer game is
a medium of its own but supports ways of reading
and interpreting the novel under new
perspectives.
http://www.dichtung-digital.com/2002/11-10-Hartmann.htm
Mela
Kocher presents a semiotic analysis of the
avatar and its function as an electronic
representative of the human being. Her analysis
is situated in the context of the discussion on
materiality/immateriality of sign bodies in
digital media. Her starting point is an
etymological approach to the term "avatar".
http://www.dichtung-digital.com/2002/11-10-Kocher.htm
Judith
Mathez focuses on the transfer of a physical
person into her virtual embodiment by naming 3
main aspects which are related to this transfer:
1. the body as communicative sign vehicle; 2.
the relation between physical body and online
body; 3. the de-embodiment and embodiment
which results in the interaction between
physical body and online body.
http://www.dichtung-digital.com/2002/11-10-Mathez.htm
The
Cartesian worldview is objectified in Virtual
Reality technologies. Elke Müller compares
Descartes philosophy with the
phenomenological critique and alternative of
Merleau-Ponty and distinguishes three kinds of
virtual spaces, of which the CAVE seems to
arouse the strongest kind of Cartesian ruptures,
the experiences of shattered
embodiment.
http://www.dichtung-digital.com/2002/11-10-Mueller.htm
Maria
Teresa Santoro and Rejane Cantoni promise
horrible reports about monsters and other
supernatural creatures, reports about creatures
composed by artificially constructed organism,
about insects, androids, and humanids.
http://www.dichtung-digital.com/2002/11-10-Santoro-Cantoni.htm
Karin Wenz
explains the different functions of an avatar
inMMORPG's (Massive Multiplayer Online
Role-Playing Games) which can be highlighted by
the metaphoric uses of cut and
interface. Her example is the
Role-Playing Game Ragnarok Online.
http://www.dichtung-digital.com/2002/11-10-Wenz.htm
Uwe Wirth
undertakes a semiotic and performative
definition of the term "sign body in the web".
He focuses on the indexicality and
performativity of the link in hypertext.
http://www.dichtung-digital.com/2002/11-10-Wirth.htm