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Dr Marc Bonner currently leads the five-year research project “Open World Structures: Architecture, City- and Natural Landscape as well as Eco-Critical Implications in Computer Games” which is funded by the German Research Foundation (DFG). He graduated in art history, history of the modern age and information science from Saarland University. From 2013 to 2017 he was lecturer at the Department of Media Culture and Theatre at University of Cologne. His research interests include spatiotemporal depiction and use of architecture, cityscapes and natural landscapes in computer games and the very architectonics of the game space itself. His recent publications include “Game | World | Architectonics – Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception” 9 (Heidelberg University Publishing 2021. DOI: https://doi.org/10.17885/heiup.752) and “Piercing all Layers of the Anthroposphere – On Spatialization and Architectural Possibilism in Hitman” (transcript 2019).

NEUSTE ARTIKEL von Marc Bonner

CfP

CfP “The Genre Buster – On Terminology, History, Worldbuilding and Gameplay of the Immersive Sim” / „Der Genre-Buster – Zu Terminologie, Geschichte, Weltenbau und Gameplay der Immersive Sim“

(German version below) At a glance: Research/research projects on all possible facets of Immersive Sim welcome (see below for possible topics and questions) Abstract by 04/10/2022 (max. 300 words) to paidia(at)germanistik.uni-muenchen.de (blind peer review process) Feedback by the end of May Full paper to be submitted by 10/15/2022 Contributions in German and English possible One ...

Die gekerbte Wildnis – Inszenierungen vermeintlich unberührter Umwelt in digitalen Spielwelten

Die Darstellung von ‚unberührter’ Umwelt in Open-World-Computerspielen kann als gekerbte Wildnis definiert werden, die sich aus kulturhistorisch geprägten Blickregimen und ästhetischen Normen sowie der Modularität und Variabilität des digitalen Mediums konstituiert. Die Studie schlägt eine Brücke von der Entdeckung Amerikas über den Wilderness Act zu Landschaften aus Polygonnetzen und kontextualisiert transdisziplinär Humangeographie, Raumtheorie, Philosophie, Kultur- und Medienwissenschaft. Die gekerbte Wildnis wird dabei in Tradition liminaler Aushandlungsorte des Mensch-Natur-Dualismus wie Naturparks, Landschaftsgärten und Ruinen fortgedacht.