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Chapter 1 Fromme Unger Introduction Computer Games
Chapter 1 Fromme Unger Introduction Computer Games
“The predominant majority of all visitors to the fair, however, are dressed in the
computer gamers’ standard look: dark sloppy rags sometimes smelling a bit
foul” – this is how visitors to the computer convention “Gamescom,” which took
place in Cologne in August 2011, were characterized in a television report of the
private German RTL channel.1 Fans of computer games were also described as
really curious figures that had few social contacts and would not be successful in
finding girlfriends. The reaction of the gamers’ community came promptly: innu-
merable complaints and often angry protests were articulated via e-mail, social net-
works, and other channels like www.programmbeschwerde.de. RTL and the editorial
journalist had to take in back and publish an apology.2
This incident elucidates the fact that digital games and gamers are still targets of
public derision and prejudice. Computer games have seemingly not yet arrived at the
center of our culture and society. At the same time, gamers have learned to use the new
media for articulating their protests in efficient ways, thus demonstrating a significant
1
The original German quotation from the report broadcast on August 19, 2011 runs as follows:
“Die überwiegende Mehrzahl aller Messebesucher trägt aber den Computerspieler-Einheitslook:
Dunkle Schlabberklamotten, die manchmal etwas streng riechen.”
2
See http://www.spiegel.de/netzwelt/web/0,1518,782546,00.html (Accessed 27 Aug 2011).
J. Fromme (*)
Faculty of Humanities, Social Sciences and Education, Otto-von-Guericke-University
of Magdeburg, Magdeburg, Germany
e-mail: jfromme@ovgu.de
A. Unger
School of Education, Psychology and Human Movement (DE), University of Hamburg,
Hamburg, Germany
e-mail: alexander.unger@uni-hamburg.de
J. Fromme and A. Unger (eds.), Computer Games and New Media Cultures: 1
A Handbook of Digital Games Studies, DOI 10.1007/978-94-007-2777-9_1,
© Springer Science+Business Media B.V. 2012
2 J. Fromme and A. Unger
growth in strength and self-confidence. The status of computer games and game
cultures in society is obviously in a state of flux – also in the academic world?
When we compare the first commercially successful computer game Pong3 with
the latest digital games, we cannot miss what a breathtaking development the medium
computer game4 has experienced in its relatively short lifespan. Continuous progress
in the realms of hardware and software – combined with growing experience in com-
puter game design – has resulted in new game aesthetics, game mechanics, game
genres, and more complex game worlds, including more or less persistent massively
multiplayer environments online. Digital games today are a relevant economic factor
as well as an indispensable part of the convergent media culture in modern (resp.
postmodern) societies. However, until the late 1990s, computer games have raised
only a small amount of research interest in academic disciplines such as media and
communication studies, social sciences, or the humanities. Although several notewor-
thy empirical studies and analytical papers were published in the 1980s (and before),
research remained disperse and was mostly limited to individual engagement and
interest.5 It was not until the turn of the millennium that research on computer games
became a more recognized (and organized) area of academic research with an increas-
ing number of studies, surveys, conferences, and publications. Significant steps for
developing a structural and organizational framework to promote interdisciplinary
communication, collaboration, and dissemination of work in the emerging field of
Digital Game Studies (DGS) were made with the first edition of Game Studies in
2001, an international online journal for computer game research (see http://
gamestudies.org), and with the foundation of DiGRA, an international association for
digital games research (see http://www.digra.org) in 2002. Both DiGRA and Game
Studies have played an important role in establishing Digital Game Studies as an inter-
disciplinary and lively network of researchers and professionals from different coun-
tries and academic backgrounds. Of course, several other initiatives and activities –
on a national as well as an international level – have contributed considerably to this
development, for example, prominent publications and noteworthy conferences.6
3
The names of computer games are put in italics throughout the book. Further references like year
of publication, developer, and publisher are available in a list of games (gameography) provided at
the end of each chapter that contains game references.
4
As long as we are not explicitly referring to particular hardware or software, denominations like
video game, computer game, and digital game are used synonymously in this introduction. The
referred subject is based on (digital) computer technology and usually displays a game world
(or playing field) on a video screen (“video” is Latin and means “I see”).
5
Early approaches still cover a number of perspectives and disciplines like game design
(e.g., Crawford 1982), cultural studies (e.g., Fiske and Watts 1985; Skirrow 1986), education
(e.g., Gagnon 1984; Knoll et al. 1986), social sciences and youth research (Myers 1984; Rogge
1985), psychology (e.g., Greenfield 1984; Loftus and Loftus 1983), and (early) computer science
(Turing et al. 1953; Williams 1970).
6
Regarding publications in English or German, we can refer to influential monographs
(like Aarseth 1997; Gee 2003; Juul 2005; Klimmt 2006), readers (e.g., Cassell and Jenkins 1999;
Wolf and Perron 2003; Fritz and Fehr 2003; Neitzel et al. 2004), handbooks (e.g., Raessens and
Goldstein 2005; Vorderer and Bryant 2006), and introductions (e.g., Rutter and Bryce 2006; Mäyrä
2008) – to name just a few.
1 Computer Games and Digital Game Cultures: An Introduction 3
The interdependencies of digital games and our sociocultural world are multifac-
eted. On a general level, digital games have become a part of our everyday (media)
culture (Mäyrä 2008; Dovey and Kennedy 2009). It takes more than a reference to
sales and usage figures to fully comprehend the broader implications of this devel-
opment, even if such figures can provide a starting point for further research. If and
when digital games are a part of popular culture, then cultural meanings and knowl-
edge get inscribed into this medium. However, the forms and patterns of meaning
construction and user perception differ from those found in other media like books
or films. These differences are closely related to the specific technology and medial-
ity of computer games, which is frequently referred to by terms like interactivity,
simulation, or virtual environment (Aarseth 2004; Frasca 2003). When we accept
4 J. Fromme and A. Unger
the idea of specific media properties,7 then computer games with their simulated,
but still interactively accessible spaces present a new challenge to the traditional
dichotomist view of culture and technology. Digital games and game worlds open
up cultural spaces themselves, and, unlike other new media and virtual environ-
ments, these spaces are framed as “playful” from the outset. In media and cultural
studies, the prominent theoretical position is that technologies and their effects are
socially driven (e.g., Williams 1990), and the digital new media seem to support this
view. In contrast, the social and cultural richness of phenomena and activities would
not be possible without our contemporary digital technologies. “Technology has
become our environment, and environmental factors obviously play a major role in
producing consciousness and identity” (Dovey and Kennedy 2009, 4). In view of
that, we can argue that the relation between media technologies, culture, and society
has become more complex and complicated with new media technologies, thus
challenging both the “socially driven” position as well as the “technologically
driven” position of McLuhan (2001) and others.
Digital games and game cultures transcend the status of being significant parts of
our (media) culture in another way. They have also stimulated the emergence of
practices and networks characterized by specific patterns of interaction, communi-
cation, and shared meanings, like clans, guilds, fan communities, machinima, or
modding. The notion of emergence for these microcultures (or subcultures) stresses
their contingency and unpredictability. From a social and cultural perspective, these
subcultures are especially important because they may change the original medium
and the meaning inscribed to it. In other words, the players’ game appropriation
extends the game into a broader cultural and social dimension.
Even if the social and cultural significance of computer games may be recognized
in DGS and new media studies, playing digital games is usually referred to as a pure
leisure activity. We can, however, also assume some correlations to the professional
and work sector. Digital technologies are present in all areas of our everyday lives.
Their ubiquitous dissemination alone allows us to speak of key technologies. Beck
and Wade (2006) have further argued that playing online games is a good informal
training for knowledge workers. This does not only bring to the fore the relevance
of informal learning processes within the sector of new technologies, but simultane-
ously reminds us of the demanding cognitive and social requirements connected to
complex game worlds (also see Greenfield 1984; Gee 2003; Fromme et al. 2009,
2010).8 Computer games and digital technologies in this sense also contribute to
blur some of the borders between play, game, and work.
The future configuration of DGS is basically open: it remains to be seen if game
studies will (or should) be a new academic discipline or a part of an existing
7
We are aware of the fact that other (e.g., discourse-analytical or perception-oriented) approaches
are skeptical about the possibility and/or usefulness of searching for specific features in order to
describe, analyze, and understand a medium. The corresponding debate is to some extent mirrored
in the subsequent chapters of this volume.
8
The issue of computer games and (informal) learning is taken up in some of the chapters of Part
V in this volume.
1 Computer Games and Digital Game Cultures: An Introduction 5
Methodical Issues
9
The consideration of more essential characteristics is left to further discussion. The aim here is
just to highlight exemplifying samples.
6 J. Fromme and A. Unger
research methods and instruments in view of new phenomena and facts developing
in new constellations of technology and culture. This includes media analysis – that
is, the attempt to find or develop new tools for and means of analyzing the new
medium computer game (see, e.g., Björk and Holopainen 2003; Neitzel et al. 2004;
Consalvo and Dutton 2006) – and also implies questions concerning interactive
media use(s), for example. The specific mediality of computer games seems to facil-
itate new qualities of interaction and communication that transcend the boarders of
the game world, also resulting in an increasing dissolution of “virtual” and “real” in
the perception and experience of players. For an appropriate analysis of these
processes in the context of DGS, methods and instruments from a multiplicity of
disciplines are needed rather than isolated or mono-methodical approaches. One of
the major challenges to DGS may be the combination and connection of methodolo-
gies from diverse disciplines (like media studies, computer science, social sciences,
cultural studies, the humanities) as well as research traditions (quantitative and
qualitative) in a complex way. In this sense, the book attempts to enrich the discus-
sion about research methods and methodologies by disclosing different empirical
designs and approaches.
invited several authors to submit complementary articles in order to fill some gaps
with regard to relevant phenomena or approaches in the context of DGS. Luckily we
were able to add some further noteworthy and remarkable contributions for a more
complete overview. We want to take the opportunity to thank all contributors for
their willingness to participate in this project and also to revise their papers accord-
ing to our wishes and suggestions.
In this handbook, we distinguish five different perspectives for DGS. Part I con-
sists of eleven chapters that concentrate on the question how computer games them-
selves can be defined, understood, and analyzed. Part II presents seven chapters
investigating the player–game relation. The six chapters in Part III are concerned
with the users, uses, and social contexts of digital games, thus taking a broader per-
spective on players and game uses. Part IV concentrates on the cultural dimension
of digital gaming, and the related eight chapters examine different practices that are
meaningful to their participants. The nine chapters in the final Part V discuss educa-
tional approaches and learning issues in the context of computer games.
The first part (I) of the handbook is headlined Computer Games and Game Analysis.
Digital games have become an object of intensive research in different disciplines,
but until now a comprehensive conception of the notion of the “digital game”
(or computer game) is still missing. The definition and designation of what Digital
Game Studies (DGS) are about is therefore an unfinished, open project. The chap-
ters collected in this part of the book present different approaches and suggestions
to this basic problem; that is, how digital games can be defined, understood, and
analyzed. What the contributions altogether agree upon is that digital games are a
new phenomenon which cannot be appropriately understood just by using concepts,
methods, and instruments from other contexts like literary or film studies. At the
least, these concepts, methods, and instruments have to be modified, transformed, or
reframed when applied to digital games. Some authors try to figure out specific
media properties of computer games in separation from other media, while others
accentuate the relevance of discursive or social contexts as frameworks for the pro-
duction of their meaning and significance. Far from closing the discussion, the con-
tributions show how the understanding of digital games has been broadened, not
least because of the way technological, aesthetic, economic, social, or cultural
aspects of the phenomenon have evolved.
The chapter of Stephan Günzel puts its focus on the mediality of the computer
game. He argues that a formal approach is needed for an adequate and sufficient
analysis of computer games because the mediality (or media form) constitutes the
ways and possibilities of how contents are presented in a medium. As far as com-
puter games are concerned, contents are presented to be interacted with. Taking
first-person shooters as an example, digital games are therefore conceptualized as
interactive pictures. The range and mode of possible actions are defined by the
8 J. Fromme and A. Unger
computer program, but the user does not “see” the software (or source code) when
playing a computer game, he “sees” moving images. This is why computer games
for Günzel are predominantly pictorial objects, that is, aesthetic artifacts, and they
are categorically different from texts or games that existed before the age of com-
puter technology. Günzel sees Computer Game Studies as being on the way of lib-
erating themselves from concepts of “older” media.
Connie Veugen presents a different approach, but comes to a similar conclusion.
The starting point of her chapter is the observation that there are several links
between films and computer games. Not rarely, digital games are film adaptations
and/or use visual and narrative techniques we already know from films (or books).
We also have films that are adaptations of digital games. Veugen therefore develops
a comparative approach to the medium computer game and explores some of its
features which at first sight appear very similar to film or literature. First, she con-
centrates on how the term “genre” is used in literary, film, and game studies, and she
identifies relevant differences. This also pertains to the way in which games and
films visualize settings and props (“mise-en-scène”). Veugen argues that digital
games are strongly connected to the rapid technological development, which opens
up a lot of new possibilities, but also tends to question existing concepts of media
theory. For example, the framework of a classic cinematographic analysis is chal-
lenged by the possibility of the player to control the “camera” in the game and to
define the perspective and the angle of vision himself. Veugen demonstrates that we
need an expanded analytical framework in order to understand and analyze com-
puter games as a “comparative” medium.
Felix Raczkowski also probes the question of genre, but he takes a more funda-
mental theoretical perspective. In his opinion, the notion of genre has been largely
unexplored in Digital Game Studies. He shows how game genres have been created
by game reviewers in the 1980s for more or less pragmatic reasons and how they
seep into the public and academic discussion. Raczkowski contends that until today,
game studies still tend to simply reproduce popular categories and classifications
from game magazines or Internet sites. For his considerations, Raczkowski chooses
a different approach to the object of investigation than Günzel, for example. He does
not try to assess constitutive (media) features of a certain genre, but he suggests
analyzing the functions of genres for different participants in the computer game
discourse. Relevant agents in the process of genre construction are, from his point
of view, the game industry, the gaming press, and also the players. The author shows
that especially creative play can have a relevant impact on the shape of game genres.
Refraining from any time transcending concept of genres, Raczkowski considers
game genres as highly volatile and to some degree even as performative.
Serjoscha Wiemer is interested in the semiotic processes and user experiences in
different games and genres. From his perspective, the impact of user interfaces in
this context is still underestimated in DGS. Interfaces play a key role for the
“ergodic” (Aarseth) side of digital games because the actual “work” of the player is
always mediated by the user interface. In his chapter, Wiemer consequently argues
for a refined interface analysis of popular computer games, which can contribute to
a new methodology of digital hermeneutics. His main objective is to analyze the
1 Computer Games and Digital Game Cultures: An Introduction 9
10
The games mentioned in our summaries of the contributions are not incorporated into the
gameography of this introductory chapter. The game references (here for Cheetahmen 2) can be
found in the corresponding chapter’s gameography (here Ruffino, Chap. 7).
10 J. Fromme and A. Unger
about the game, the texts, paratexts, and references evoked by the game have to be
the focal points of investigation.
Another discourse-analytic approach to Digital Game Studies is presented by
Rolf Nohr. His main interest is to reveal hidden structures of meaning of a video
game. The basic assumption is that these hidden structures are the key to an answer
to the question: “How do video games affect us?” Similar to Ruffino, he argues that
the “meaning” of a game is not solely contained in an object called game. Therefore,
we have to look at several other texts which are related to the game (e.g., manuals,
walkthroughs, fan talk, or game reviews) when we want to analyze a game. Drawing
upon the work of Jürgen Link and Siegfried Schäfer, Nohr conceptualizes digital
games as complex and ramified intersubjective knowledge configurations, that is, as
interdiscourses that link special discourses and their knowledge together. In his
analysis of the knowledge configuration of Zoo Tycoon, Nohr illustrates how a game
conforms to articulations within the media society. Regarding this example, he
shows how ideological elements (e.g., strategic and economic thinking) and techni-
cal elements (interface logic) are interwoven and how they are presented to the
player as naturalized knowledge patterns.
With Tanya Krzywinska’s chapter, we, to some degree, return to the actual
medium computer game. Her central question is why there is – compared to other
media – very little sex in video games despite the fact that erotic imagination is one
of the most popular ways to create attention to media products. First, she analyzes
some of the few games where sex is either present in the external design (audio-
graphical style) or in the internal design (game mechanics). As a result, she states
that sex and eroticism are largely tabooed subjects on these more or less explicit
levels. Krzywinska then presents the idea that sex in computer games may not be
present in direct form but evoked in a more subtle way. For these implicit forms, she
develops the concept of “libidinal economics,” which refers to Lyotard’s attempt to
take into account the nonrational energies behind human activities. Game designers
deliberately use a variety of “ludo-poetic” devices to please and excite the player.
So Krzywinska argues that the eroticism of games only becomes visible through a
closer look at these libidinal qualities and a more complex concept of sexuality that
exceeds the simple effect of explicit sexual imagery.
Michael Nitsche in his essay focuses on different approaches to conceptualize
and construct game spaces. Digital media since their early days have been regarded
as new spaces (cyberspaces) that facilitate new possibilities for self-discovery or –
in perhaps more realistic approaches – new platforms for communication. For
Nitsche, virtual worlds usually are conceived as mind enhancements or “mind-
spaces,” because our presence in these spaces is mental and not physical. The sug-
gestion of this chapter is to reconsider the relation of virtual and real (game) spaces.
The basic thesis is that virtual spaces do not have to be understood as detached from
real spaces, but show various overlaps. Nitsche argues in favor of a more rigorous
inclusion of the physical world in the development of new game worlds. Rather than
adopting or simulating the “real” world in cyberspace (e.g., game worlds), game
and media designers should instead create hybrid game spaces. Referring to Dance
Dance Revolution Extreme, the author clarifies his demand for a critical shift of our
1 Computer Games and Digital Game Cultures: An Introduction 11
The second part (II) of the handbook extends the perspective from the digital game
as a new technological and cultural artifact to the question how the users perceive
and experience digital games and gaming. So the chapters of this part try to clarify
different aspects and dimensions of the player–game relation. A basic feature of
this relation is usually referred to as interactivity. Contrasting other media, interac-
tive media mostly present “output,” that is, audiovisual responses to some “input” of
users. From a media science perspective, questions are raised like: How does this
affect our understanding of media use, of media effects, and of media gratifications?
Digital games have been assessed as highly interactive media (Juul 2005; Klimmt
2006) because any change or progress on the screen depends on actions of its users
(players). Consequently, the notion of interactivity plays a major role in several
chapters. Another popular, but also controversial concept most authors refer to is
immersion, which signifies the experience of being absorbed by (or deeply involved
in) the game. Immersion seems to be an essential element of the pleasure of playing
a digital game, and game designers obviously try to advance this kind of experience.
While immersion mainly defines a (more or less fragile) state of the mind (and/or of
the senses) during gameplay, the notions of identification and identity formation
raise the question how playing a computer game might affect the player’s identity
formation beyond an actual gaming situation or – the other way round – how a
12 J. Fromme and A. Unger
player’s individual personality might affect his or her way of playing a game. Here
the symbolic dimension of games and gaming gains significance.
Richard A. Bartle opens the discussion about constitutive aspects of the player–
game relation by an extension: he raises attention to the fact that a player not just
interacts with a medium but also with the designer(s) of that medium. In other
words, a computer game somehow mediates an indirect and asynchronous commu-
nication between player and game designer, and the player–game relation can be
regarded as correspondent to the player–designer relation. Bartle illustrates this
approach by discussing the moral dimension of massively multiplayer online role-
playing games (MMOs). His subject is not morality itself (the question what is right
or wrong in absolute terms), but the relation between the morality of the designer
and the player(s) of an MMO. The chapter argues that a precondition for a success-
ful interaction with the game is a kind of moral consensus between game designer
and player. Players do have specific expectations about a game world and the
inscribed moral values, and immersion only arises when the game’s morality stays
within the range of the player’s outlooks. Using the example of World of Warcraft:
Wrath of the Lich King, Bartle deliberates on what happens when the designer
exceeds the players’ boundaries with regard to the game’s morality. From his view-
point (which also is that of a designer), game design should be viewed as an ongoing
dialogue between designer and gamer.
Dominik Härig regards immersion as a crucial concept for describing and under-
standing the player–game relation. In his chapter, the author wants to call attention
to the potentials but also to the limits of the common understanding of immersion.
His main focus is the ambiguity or rather the bidirectionality of immersion.
Following Juul’s game theory and Luhmann’s systems theory, Härig argues that
immersion, on the one hand, implies the dissolution of the border between game and
player, but, on the other hand, takes the segregation between player and digital game
world for granted. Because of this dialectic “including exclusion,” neither a total
immersion nor a complete separation can be assumed. Härig thus frames immersion
as a form of communication between player and game. Similar to Bartle, he con-
tends that players have intentions, expectations, and social backgrounds, so immer-
sion into a digital game environment cannot be reduced to a stimulus-response
mechanism.
Another critical approach to the idea of total or seamless immersion comes from
Souvik Mukherjee. His focus lies on first-person shooters (FPS), a genre that is often
seen as the paragon for seamless immersion and total identification of the player
with his or her avatar. Mukherjee’s aim is to show the limits of this – in his view –
too simple conceptualization of the player–game relation (here player–avatar
relation) in FPS. Using S.T.A.L.K.E.R.: Shadow of Chernobyl, which he analyzes by
way of a close reading, the author clarifies that FPS allow for much more complex,
dynamic, and manifold forms of identification and may also lead to self-reflection.
However, to become aware of this complexity, an elaborated concept of identity is
necessary. The author suggests overcoming traditional understandings of identity as
a fixed entity for a dynamic, explorative, and process-oriented idea of identity
formation. In Mukherjee’s view, the very conception of subjectivity is being
1 Computer Games and Digital Game Cultures: An Introduction 13
11
Unlike Mukherjee, she does not use the term identity. Her focus lies on development rather than
a concept of the self. However, there is common ground in so far as both authors discuss the
possible impact of playing digital games on the player.
14 J. Fromme and A. Unger
that have often neglected the perceptual and visual dimension of playing video
games. So the chapter calls for an extended and more complex understanding of
interactivity. The player is regarded as a “perceiver” in an informative environ-
ment, and digital games are considered as “action systems” that continuously
require “perception-action cycles.” Meldgaard’s ecological approach emphasizes
the dynamic aspect of viewing and the perception of the game world as a manipula-
tive graphical layout. From such a viewpoint, digital games differ from traditional
“pictorial media” because of the close and specific interrelation of awareness,
action, and movement. They create a sense of motion and locomotion through their
visual rules.
The chapter of Daniel Pietschmann, Georg Valtin, and Peter Ohler closes the
second part of the handbook with another approach to analyzing the player’s experi-
ence during gameplay. The authors expound on the role of (different) input devices
for the creation of computer game immersion. The chapter presents an empirical
study which questions the effects of more “authentic” control mechanisms on user
experience. Input devices are defined as (more) authentic when their handling and
perception are close to corresponding actions in reality. A popular example is
Nintendo’s Wii Remote controller, which has obviously contributed to significantly
extending the target group of video games. Such input devices raise the question of
whether or not their similarity to real-world activities increases the experience of
immersion into the game world and thus the entertainment value of playing digital
games. The authors’ experimental study compares the immersion attained when
using a Wii Remote controller to the immersion measured when using a traditional
game controller for the same game. A positive correlation between authentic input
devices and higher immersion could actually be shown, but the effect was to some
degree influenced by the digital gaming experience of the players. Concluding from
these results, the authors explicate that different input devices do have a relevant
impact on the user experience in terms of a greater or smaller entertainment value.
The third part (III) takes another step toward a broadened perspective on digital
games, players, and game cultures. The chapters focus on the social backgrounds of
computer games and/or take a differentiated look at the users of digital games and
their particular forms, patterns, and preferences of playing. Relevant questions are:
Who plays what games and why? How can different preferences and practices be
explained? Consequently, this part comprises, next to theoretical contributions, sev-
eral empirical studies using predominantly quantitative methods. Their aim is to
provide an overview of different aspects of digital gaming such as the use of online
games or the media usage of adolescents. Some of the studies, however, are supple-
mented by qualitative methods such as expert interviews for a methodological trian-
gulation, and others are based solely upon a qualitative design. There seems to be a
consensus within DGS that empirical investigations of users and uses of digital
1 Computer Games and Digital Game Cultures: An Introduction 15
12
Until 2008, this annual convention took place in Leipzig. In 2009, however, it has been replaced
by the Gamescom in Cologne.
16 J. Fromme and A. Unger
interviewees, virtual game worlds are not viewed as separated from the “real world.”
The distinction between online and offline social relations is secondary compared to
the quality of interaction and social support in a concrete (gaming) situation.
The following chapter also addresses the social dimension of playing digital
games, but Steve Dahlskog chooses a different gaming situation as his topic. In his
opinion, DGS have widely neglected the analysis of offline social interaction.
Therefore, his study focuses on collective play with shared equipment and tries to
answer the question of how experienced gamers learn to play new games in a coop-
erative offline setting. Subsequent to the work of Jesper Juul and James Paul Gee,
Dahlskog uses the concept of the player’s repertoire to describe the configuration
of skills and knowledge acquired in previous games. The author, by using interac-
tion analysis, tries to comprehend how two players learn to play a new game
together (his example is Lego Star Wars II). His research reveals that already
acquired knowledge in terms of cognitive patterns is being transferred to the new
gaming situation. Contrary to common belief, however, the study illustrates that
the existing repertoires do not always prove beneficial when players are confronted
with a new game. The players he observed had problems developing a joint new
strategy to cope with the game’s challenges, although falling back on familiar pat-
terns was not very successful. So Dahlskog’s analysis illuminates how players may
fail to reach a higher (reflective) level when confronted with new tasks, a finding
which – from the author’s viewpoint – also could be a major obstacle when using
games for learning.
Sven Jöckel and Leyla Dogruel develop an integrative theoretical model of media
choice with regard to computer games. Their leading question is why players choose
to play a specific computer game. The chapter starts with a portrayal of four differ-
ent approaches to theorizing media choice: the uses-and-gratification approach,
transfer model by Jürgen Fritz, integrated action theory, and economic decision
making as it has been conceptualized in consumer research. The authors maintain
that a comprehensive perspective is necessary, which accounts for the individual
characteristics of the users as well as for the qualities of the medium. They more-
over claim that media choice has to be understood as a process consisting of differ-
ent phases. They distinguish the phase of acquisition (e.g., buying hardware and
software), the phase of intermedia choice (choosing to play a computer game over
other leisure or media activities), and the phase of intramedia choice (choosing a
concrete game from an available collection). The authors’ integrated media choice
model is based on the classic expectancy-value model, but it tries to go beyond the
idea of a purely rational media user and to include emotional and situational factors
as well. In a final step, Jöckel and Dogruel adjust the proposed phase-based media
choice model for children and adolescents by integrating three more dimensions:
developmental aspects, parental mediation, and legal regulation.
The chapter of Christoph Klimmt and Christopher Blake discusses general dif-
ficulties in measuring the use of computer games. The statement that a growing
number of people are repeatedly playing computer games serves as justification for
the expansion of game studies, but the factual knowledge about game use is rather
limited for different reasons, at least in comparison to other media. The authors
1 Computer Games and Digital Game Cultures: An Introduction 17
In the fourth part (IV) of the handbook, the perspective on games, players, and gam-
ing contexts is further expanded into the direction of player and gaming cultures.
The cultural dimension of digital gaming comprises specific practices and phenom-
ena that are significant and meaningful to their participants. In DGS, a substantial
number of studies have been dedicated to exploring microcultures or subcultures
18 J. Fromme and A. Unger
that emerged in the matrix of digital games like clans, guilds, fan communities,
machinima, modding, or e-sports. The chapters in Part IV present different empirical
and theoretical approaches to relevant game cultures and may be regarded as a cross
section of current research. Analyses of interaction patterns, communication struc-
tures, forms of joint self-presentations, etc., usually apply a highly focused micro-
perspective. Still, the chapters in this part manage to create meaningful and important
connections to broader cultural contexts and debates. The presented approaches and
research results demonstrate the diversity of gaming cultures, which is nowhere
near being a unified culture, albeit manifold commercial and other influences are
present. Some chapters investigate the issue of gender or the role of female gamers;
others explore LAN parties or the domain of e-sports; and some are focusing on
creative cultural practices like modding or machinima. Not all relevant or preferable
aspects are included in this part. But the scope of contributions illustrates that the
variety and complexity of game cultures is by no means inferior to supposed “real”
cultures, and they also elucidate the fact that cultural phenomena in the context of
virtual environments cannot be separated from the so-called real world.
Elke Hemminger and Gareth Schott in their opening chapter for this part discuss
the relation between “real” and “virtual” spaces. Based on the postmodern space
and identity discussion, they examine MMOs as lived cultural spaces or “third
spaces” (in the sense of Soja) which contribute to a fragmentation of the self through
their manifold companies and interactions. At the same time, these settings allow
for playfully testing different well-defined roles in a safe environment. Therefore,
Hemminger and Schott understand game worlds like WoW as new cultural spaces
where social practices are developed, shaped, and also partially experienced by the
gamers. The authors argue that the actual ways in which players adopt and use these
spaces have to be analyzed in order to comprehend the cultural impact of online
games and virtual worlds. Founded on a study with triangulated research design,
they describe how WoW is perceived by players and how game space and real life
merge in the users’ everyday practices. This “mergence” of spaces can, for example,
be observed when real-life events are discussed or celebrated in the game.13 The
study results in a four-level typology of user practice on MMOs which discerns
primal, extended, secondary, and merged gameplay. In secondary and merged game-
play, the game world is primarily used as a platform for communication and as a
lived space for socializing. For the authors, the actual appropriation of game spaces
thus transcends traditional spatial separation and results in a merging of game space
and real life.
Diane Carr’s explorative study equally focuses on social and communicative
phenomena in multiplayer online games. Unlike many other studies, which basi-
cally assume a “friendly” attitude in cooperative play situations in MMOs, the
author concentrates on conflict, competition, and coarse forms of instruction in
order to gain a more complex understanding of team play. Her research is largely
13
The authors, for instance, report on a “virtual” party of a Swiss guild in WoW after the Swiss
national football team had won a match during the football World Cup.
1 Computer Games and Digital Game Cultures: An Introduction 19
websites also indicate resistance, irony, and “authentic” forms of doing gender. It
follows that a dualistic constitution of this lively female gaming universe between
“gender offensive” and “marketing” can be identified.
Judith Ackermann also takes a closer look at forms of social organization in the
context of game cultures. In her chapter, she studies LAN parties which are still a
significant phenomenon with a distinct character and quality compared to playing in
persistent online game worlds (e.g., MMOs). For Ackermann, one of the distinct
qualities of playing at LAN parties is the possibility of direct player interaction and
communication. The aim of her research is to analyze the uses and functions of this
direct communication during multiplayer gaming sessions. Methodically, she
chooses the approach of an ethnographic observation study which combines the
recording of game sessions and data from a nonparticipant observation. A core
result of her study is that LAN parties cannot be considered as game-only events
where everyone simply stares at their monitor without communicating. The ethno-
graphic approach shows that these events offer a valuable form of shared experience
where participants are continually engaged in problem solving which results in
strong social bonds. These shared experiences also display some potential from a
media education perspective because they represent considerable tasks for social
interaction, and hence informally train respective skills, although the players may
be opponents during the game.
E-sports constitute a sphere of game culture which partly overlaps with LAN
parties, but have gained a distinct status. Playing digital games in this context dis-
plays specific forms of interaction which are mainly shaped by competition and
achievement. For Tanja Adamus, game studies until now do not know much about
this phenomenon, although it has become rather popular among adolescents. The
aim of her chapter is to provide a theoretical framework as a starting point for fur-
ther research in this field. Based on a summary of the research and debates on
e-sport until now, she discusses the question whether e-sport can be better under-
stood as a subculture or as a youth scene. She argues that both approaches seem
promising but also feature problematic elements. Against the background of John
Clarke’s definition of subcultures, she states that e-sport lacks the aspects of “style”
and “resistance against hegemonic culture.” She accordingly tends to employ the
notion of youth scene as a theoretical frame, since e-sport can be considered as a
community of shared attitudes. As a demanding aspect, the fact remains that e-sport
would not be characterized as volatile, whereas instability is regarded as a typical
feature of the youth scene. She concludes that both approaches are able to illumi-
nate the perception that e-sport is more than just another form of media usage among
adolescents. However, further research seems necessary to develop a more suitable
theoretical framework for e-sport.
Researching secondary or fandom practices around computer games has
become quite common in DGS. These practices represent a further layer of game
cultures. Lisbeth Frølunde examines the cultural practice of machinima film mak-
ing, an unexpected by-product of gaming, where game engines are employed to
shoot films and players become directors. This creative practice raises questions
with regard to authorship, media convergence, and remixing. Machinima can be
1 Computer Games and Digital Game Cultures: An Introduction 21
The fifth part (V) of the handbook is dedicated to a specific facet of games and
gaming; that is, how they relate to learning and education. The topic Educational
Approaches and Learning comprises pedagogical perspectives which are quite
diverse, reaching from investigations of games and game worlds as informal learn-
ing environments to concepts for game-based learning in formal educational con-
texts. Regarding the relation between media (and new technologies in general) and
pedagogy, there is an ambivalent tradition. On the one hand, new media are often
viewed and discussed as negative factors for the development of children and youth
in the sense of (potentially) harmful secret co-educators. This skeptical attitude
toward media can already be found in the work of early pedagogues like Rousseau
or Pestalozzi who developed educational concepts based on a combination of
protection (from supposed negative external influences) and guidance (into the
direction of supposed valuable forms of behavior and attitude). On the other hand,
new media and technologies have inspired pedagogical fantasies in several ways,
as, for example, in concepts for a pedagogical reform of cinema (Kino-reform-
be-we-gung) in the early twentieth century, which sought to use the new medium
film for the popularization of knowledge (see Hüther and Podehl 2005). Current
attempts to use the fascination of digital games for serious (e.g., educational) pur-
poses follow the same track – they could possibly profit from evaluating the history
of didactic media use.14 Yet contemporary media pedagogy has developed another
approach to media which goes beyond instrumental as well as protective outlooks.
Their response to the growing importance of media in modern societies is to declare
media literacy or media competence a core objective of (media) education. A num-
ber of questions arise regarding the dimensions of media literacy and its relation to
specific media like computer games. Do children and youth need a special com-
puter game literacy (or competence)? How can school contribute to fostering media
or computer literacy? How is media literacy education related to using computer
technology as a didactic tool in education? To be able to answer questions like
these, it is important to provide systematic as well as case-based analyses and con-
ceptions to assess the learning potentials of digital games and game worlds. In this
respect, the chapters of this part offer substantial theoretical as well as empirical
and practical contributions.
14
One lesson to be learnt is that the use of new technologies cannot compensate pedagogical or
didactic weaknesses such as building upon outdated learning theories (as can be observed in many
e-learning scenarios).
1 Computer Games and Digital Game Cultures: An Introduction 23
The chapter of Michael Giang, Yasmin Kafai, Deborah Fields, and Kristin Searle
examines the social significance of time spent online in company with others.
Unlike most other studies, the research presented here centers on younger players
(10–13 years old) and their bonding in affinity groups in a “tween virtual world”
called Whyville.net. The chapter is in a way linking Parts IV and V as it explores
tween player cultures online (i.e., social interactions) and demonstrates how these
worlds have become relevant spaces for socialization and informal processes of
social learning. Whyville is a virtual world populated by over 1.5 million users, and
it explicitly attempts to engage players in constructive educational activities and
socially responsible behavior. Based on a log file analysis of 595 participants cov-
ering a 6-month period, the authors describe different types of play and social
interactions within Whyville. A specific focus is laid on the development of rela-
tionship play including flirting and dating practices. Additionally, six case studies
were conducted in an after school club set up by the authors for more detailed
investigations of the different player types. The study shows that Whyville players
usually begin by playing the virtual world’s science-based games, by exploring
virtual environments, and by solving casual single- or multiplayer games. But the
virtual world also functions as an experimental space for starting and trying out
romantic relationships, an area of informal learning which obviously transcends
the initial intent of the game designers.
The following two chapters also take an analytical approach to aspects of learn-
ing in digital games or game worlds. Karsten Wolf is interested in the instructional
design and motivational mechanisms of World of Warcraft. Starting from the infor-
mation that about 1,200 h of playing are necessary to attain true mastery, he asks
how WoW is teaching its users to play successfully and acquire the needed skills and
knowledge. The objective of his “didactical” examination of WoW is to assess prin-
ciples and mechanisms which may be applied for the design of educational and
learning games. World of Warcraft is regarded as especially significant because it
reaches casual as well as so-called hardcore gamers. As the author shows, this elas-
ticity is related to different features: different levels of game complexity, quests to
stimulate discovery learning, and extensive problem-based learning. But especially
significant for successful learning in WoW proves to be the player community which
Wolf understands as a community of practice (in the sense of Lave and Wenger).
The community encourages and supports forms and processes of learning which are
not present in the classroom. Hence, the author regards a community as a crucial
element for the creation of serious and educational games.
In his chapter, Konstantin Mitgutsch provides an overview of the discourse
about learning through playing. He shows that the idea of using computer games
as a tool to foster learning and increase the motivation of learners is nowadays
widely accepted by the game industry, politicians, educators, and players.
Nevertheless, questions remain as to how learning through playing in digital game
worlds actually takes place and how the digitalization of play changes the players’
experiences. In contrast to most other approaches, Mitgutsch does not investigate
learning as a process en route to acquiring knowledge and information. Instead,
he develops a theoretical concept of deep learning stimulated by “negative
24 J. Fromme and A. Unger
field. The author refers to a wide variety of existing investigations, which may be
assigned to this academic field, but from his perspective they lack a systematic and
integrative conceptual framework. The aim of his chapter is to outline some system-
izing ideas which may also guide cooperation between researchers. As a crucial
characteristic of a school-related computer game pedagogy, Bopp deems it a
practical and a practice-oriented discipline, respectively, as defined by the German
pedagogues Weniger and Bezinka. To ensure a clear profile and prevent fraying, the
author argues for a clear concept of the core tasks and research issues of a school-
related computer game pedagogy. As three core tasks, he illustrates description,
criticism, and instructional research with regard to three core (research) issues,
namely, teaching and learning activities in the classroom, popular educational
discourses on digital games, and impacts of gaming on the player’s performance in
school. A methodical computer game pedagogy is regarded as a useful and neces-
sary foundation for the design of serious games, for a critical discourse about the
relation between computer game use and learning at school, and for the use of
computer games in the classroom.
Danny Kringiel refers to critical public debates where possible negative (educa-
tional) impacts of playing digital games are fixated, combined with demands for
prohibitive political or educational measures. Based on the postulation that such
measures are inappropriate as well as inefficient, modern media pedagogy has
developed a principally different approach to media. The main idea is to promote
media literacy (or media competence) in an active and experience-based manner in
order to strengthen (young) media users’ ability to use media in a self-determined
way. Kringiel picks up this approach and transfers it to the area of video games. His
chapter explains the theoretical concept of video game literacy (in the context of
more comprehensive media literacy) and its core characteristics. He sees the analyt-
ical-critical dimension as a crucial aspect of video game literacy. As a consequence,
an analytical approach to digital games is also a central element of Kringiel’s peda-
gogical conception. He presents an analytical toolbox developed and tested in an
exemplary analysis of Max Payne 2, which attempts to allocate core questions of
DGS for educational purposes. What is more, the author summarizes practical
methods for teaching video game literacy tested in his own practice as a teacher.
This practical evaluation has proved the analytical toolbox to be suitable for class-
room contexts. Yet, a primarily analytical approach only covers parts of what video
games literacy is about. Another important dimension, for instance, is enabling the
players to actively produce their own game contents, as demonstrated in the chapter
of Klopfer and Purushotma.
Johannes Fromme presents a slightly different approach to the same problem of
integrating computer games as a subject of reflective analyses into the classroom.
The new digital media are increasingly permeating all areas of our life, but only
little importance has been placed upon these media in schools so far. This especially
applies to the field of media education, where media become a subject of teaching
and learning processes in order to support new media literacies that include critical
and reflective dimensions. The chapter presents an empirical study conducted on
behalf of the Media Authority of North Rhine-Westphalia. The objective was to
demonstrate possibilities of turning computer games, as a popular form of digital
26 J. Fromme and A. Unger
media, into a subject for reflective analysis and discussion in the classroom. Fromme
describes the conceptual framework of the study, the methodological approach, and
selected results. The research uncovered several exemplary approaches, practices,
and experiences which can be referred to as “best practice” for teachers and media
pedagogues who are willing to consider computer games as a relevant subject of an
integrated media education approach in the classroom. But the study also reveals
significant structural problems and constraining factors, not only for focusing com-
puter games in the classroom, but more generally for integrating media education
into a curriculum- and output-oriented context like the school system.
The final chapter of this part is provided by Jose Zagal, who refers to a different
level of game education, that is, to the field of professional and academic game
studies. With the expansion of game studies as a significant interdisciplinary proj-
ect, the number of institutions has grown where students are being trained in game
design, game analysis, or other facets of DGS. Still the leading question of Zagal
proves to be relevant for other educational contexts of promoting computer game
literacy as well. The question is what games, as essential exemplars of the medium
that all students should play and understand, should be integrated into a game stud-
ies curriculum? Regarding this question, the idea of a canonical list of games seems
a good idea, but the author opposes canonical concepts. A systematic problem
already arises when it comes to assessing criteria for the separation of canonical
from noncanonical games. Is it possible to find objective or at least consensual
criteria? Based on his research into games education, the author discusses different
canonical lists and their limitations. He furthermore shows up the possibly coun-
terproductive effects of using a game canon for teaching game literacy. The ten-
dency to neglect other possible orientations is one aspect; the risk of reducing
game studies to commercially successful and influential titles is another one. In the
end, he demands an integration of simple, unremarkable, and “unimportant” video
games into game education curricula as a way in which to broaden students’ under-
standing of games and as a challenge for already existing cultural commonalities
and design concepts.
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