Article:
Interfaces: Bodies and Technologies in Multiplayer Role-Playing Games

dc.creatorGunzenhäuser, Randi
dc.date.accessioned2022-01-04T14:01:36Z
dc.date.available2022-01-04T14:01:36Z
dc.date.issued2002-11-10
dc.description.abstractRole-playing games create fictional spaces within which imaginary, exotic, and often heroic identities can be acted out. MMORPGs, Massive Multiplayer Role-Playing Games with virtually unlimited numbers of participants, offer increasingly complex and complicated networks of player interaction - here playing becomes especially time-consuming and at times even boring. I want to look at two multiplayer role-playing games, the action-centered Diablo II and the massive multiplayer game Dark Age of Camelot, comparing their ways of corporeally immersing players. I want to introduce the following hypothesis: multiplayer role-playing computer games, usually considered to form a relatively homogeneous genre, offer very diversified, indeed in some aspects oppositional, playing experiences.en
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/17569
dc.identifier.urihttps://mediarep.org/handle/doc/18521
dc.languageeng
dc.publisherRoberto Simanowski
dc.publisher.placeBerlin
dc.relation.isPartOfissn:1617-6901
dc.relation.ispartofseriesDichtung Digital. Journal für Kunst und Kultur digitaler Medien
dc.rights.urihttps://creativecommons.org/licenses/by-sa/4.0/
dc.subjectvideo gameen
dc.subjectrole playing gameen
dc.subjectbodyen
dc.subjectperformativityen
dc.subject.ddcddc:791
dc.subject.workDIABLO 2
dc.subject.workDARK AGE OF CAMELOT
dc.titleInterfaces: Bodies and Technologies in Multiplayer Role-Playing Gamesen
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticleen
local.coverpage2022-01-04T15:42:15
local.source.epage11
local.source.issue6
local.source.issueTitleNr. 26
local.source.spage1
local.source.volume4
local.subject.wikidatahttps://www.wikidata.org/wiki/Q244033
local.subject.wikidatahttps://www.wikidata.org/wiki/Q59529144

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