Joël Kaczmarek

Gegnerschaft im Computerspiel

Formen des Agonalen in digitalen Spielen



ISBN: 978-3-86956-010-6
125 pages
Release year 2010

Series: DIGAREC Series , 3

18,00 

The book deals with the different types of enmity in computer games that shape the interactivity of that novel medium. A typology consisting of three equal parts is generated that allows classify every computer game that can be thought of. First, there is “competition” which is characterized by equality of chances and a movement that is aimed at one single goal. Second, „hostility“ makes the players pursue different, often contrary goals while the will to kill each other influences their actions. Third and last „environment“ is a type of enmity where the players do not fight living enemies, but obstacles of the game world. As a work that derives from a Media Science point of view, the way violence is implemented plays a key role in the dealing with the topic.This leads to the attempt of systemizing the interactivity of computer games via agonal elements of the game play. In competitions violence is domesticated while it is celebrated in hostile games and channeled in games where the player fights against the game world. However, this work is not meant to choose an pedagogical, but an analytical focus. Furthermore, criterias are developed that allow to identify the different types of enmity. A simple matrix is deduced that explains the relationship of the three types while a final outlook indicates the practical implementation of this whole conceptualization.

The book deals with the different types of enmity in computer games that shape the interactivity of that novel medium. A typology consisting of three equal parts is generated that allows classify every computer game that can be thought of. First, there is “competition” which is characterized by equality of chances and a movement that is aimed at one single goal. Second, „hostility“ makes the players pursue different, often contrary goals while the will to kill each other influences their actions. Third and last „environment“ is a type of enmity where the players do not fight living enemies, but obstacles of the game world. As a work that derives from a Media Science point of view, the way violence is implemented plays a key role in the dealing with the topic.This leads to the attempt of systemizing the interactivity of computer games via agonal elements of the game play. In competitions violence is domesticated while it is celebrated in hostile games and channeled in games where the player fights against the game world. However, this work is not meant to choose an pedagogical, but an analytical focus. Furthermore, criterias are developed that allow to identify the different types of enmity. A simple matrix is deduced that explains the relationship of the three types while a final outlook indicates the practical implementation of this whole conceptualization.