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www.dichtung-digital.de/Theorie/index-e.htm
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The Elements of
Simulation in Digital Games
[English]
Aki Jarvinen's article on computer and video games
presents a generic model of the elements that
co-operate in producing a simulation that is also a
game. The model is applied into practice with a
case study that focuses on Grand Theft Auto: Vice
City (Rockstar Games, 2002) that frames its
gameplay by simulating certain traits of popular
culture in the 1980s.
http://www.dichtung-digital.org/2003/4-jaervinen.htm
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Paradigms of
Interaction. Conceptions and Misconceptions of the
Field Today
[English]
Lisbeth Klastrup gives a selective overview of the
use of interaction as a concept in computer game
and literary theory in the last decades and
(re)defines and refines the concept, arguing that
we need to approach from a more stringent
perspective how interaction concretely functions in
both single-user and multi-user "text" forms. She
discusses the scope of interaction in various
genres, outlining three basic interactive" text"
types: static, pseudo-dynamic and dynamic.
http://www.dichtung-digital.org/2003/4-klastrup.htm
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Is There a Place
for Digital Literature in the Information
Society?
[English]
In Finland and other Nordic countries, the
infrastructure is there, the literary culture and
literacy is there, and public access to literature,
both print and digital, is well organized. Ideal
circumstances. Does the (almost) non-existence of
digital literature in these countries seriously
undermine the belief in the digital literature in
general? Or is it rather, that too strong a
literary culture is foremost an obstacle for the
development of digital literature? Raine Koskimaa
discusses if there is, indeed, a place for
literature in the information society, and if there
is, where it is, and how that literature would look
like.
http://www.dichtung-digital.org/2003/4-koskimaa.htm
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The Geography of
a Non-place
[English]
In role-playing MUDs only the administrators have
power to access the information directly, all
others need to follow some path, which creates an
illusion of space and particularly of place.
However, the metaphors of physical movement are
powerful and enduring, to the point that Sherry
Turkle suggests that online is its own place. But
is the "place" I am accessing when I log on to the
net so alien compared to physical places? Torill
Mortensen discusses this on the background of Mark
Auge's concept of a non-place.
http://www.dichtung-digital.org/2003/4-mortensen.htm
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Writing Through
the Data Banks: Notes on Poetry and Technology in
the Swedish 1960s
[English]
Jesper Olsson's essay deals with literary
experiments from the Swedish 1960s that elaborate
and differentiate the interface of poetry through
the use of various media (book, performance,
gramophone, etc). He challenges the traditionally
assigned roles of writers and readers and
articulates a threshold between a 'culture of
expression' and a 'culture of information', where
the forms of poetry are shaped by an attempt to
write through the databanks that inform and form
(ideological) ensembles of knowledge at a certain
historical juncture rather than by the search for
the perfect expression of an experience.
http://www.dichtung-digital.org/2003/4-olsson.htm
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Defining a
Tubmud Ludology
[English]
Ragnhild Tronstad examines the adventure oriented
Multi-User Dungeon Tubmud in the light of various
theories on play and games, in order to define a
methodology suitable to capture the specific
game-like aspects of the MUD. As it turns out
Tubmud is too diverse a phenomenon to be
conceptualised as one kind of game but is rather a
game environment comprising different kinds of
games, which all needs to be examined
separately.
http://www.dichtung-digital.org/2003/4-tronstad.htm
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