www.dichtung-digital.de/Newsletter/2002/06eng.htm

Newsletter 6/2002
4.Jg. / Nr. 26 - ISSN 1617-6901
earlier newsletter

ed. by Karin Wenz and Uwe Wirth (Guesteditors)

Content Newsletter:
Multiplayer Role-Playing Games / Novel as Computer Game / Autonomous Avatars / Virtual Bodies of Real People / Cyberspace als Cartesian Project / Descendents of Frankenstein / Avatar as Interface / Link and Performance


Bodies and Technologies in Multiplayer Role-Playing Games [English]

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

Nika Bertram's Der Kahuna Modus as Novel and as Computer Game [German]

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

Autonomous Avatars. Hybris of virtuell Sign Bodies?[German]

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

An Essay on Virtual Bodies of Real People in the Internet [German]

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

Shattered embodiment. Cyberspace as Cartesian Project [English]

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

Artificial Life. Frankensteins Descendants [German]

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

Der Avatar als Schnittstelle [German]

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

Link und Performanz [German]

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


Newsletter 2002:

current - 1 - 2 - 3 - 4 - 5

Newsletter 2001:

1 - 2 - 3 - 4 - 5 - 6

Newsletter 2000:

1 - 2 - 3 - 4 - 5 - 6 - 7

Newsletter 1999:

1 - 2 - 3 - 4 - 5 - 6 - 7