- I 10 I + I new

Adventures as happening and "ac-counting" [German]
Despite all talk of open art, interactive literature or cinematisation it is adventure games which describe those problems of graphic theory and organization of databases of which they historically originate from. Claus Pias is doing research on the first adventure games, introduces us to their ontology of data and topology and asks what can be counted or accounted as a (narrative) happening under these circumstances

Diving into the Otherworld. Immersion and virtuality [German]
In books, movies and computer games you often find stories of fantastic happenings and immersions. A protagonist follows a white bunny, is swept away by a storm, swallows a colorful pill ... and finds him- or herself all of a sudden in a parallel world of which he had no knowledge. Daniel Ammann uses a few very illustrative examples in his search for central constituents of immersive experience.

"Unreality": Space as subtraction of world. Games between reality and possibility [German]
What kind of concepts are used to build games? A comparison of concepts for building spaces in the games "Myst III Exile" and "Unreal Tournament" shows some basic differences: an additive and constructed world, in which topographical borders are a conceptual part of the game. On the other side a world full of (narrative) possibilities of which levels can be cut out. The ego-shooter and multiplayer game Unreal turns fundamental (game) aesthetics and formalities upside down.

Object oriented gaming [German]
I am that what I can control! or why Gregor Samsa would wake up as PacMan in our computer age ... - Starting up a new game who doesn't know the feeling, suddenly not knowing anymore who or what you are, what to do and how to move. That is how Gregor Samsa must have felt when he woke up as a bug in Franz Kafka's story... Mirjam Weder shares some thoughts with us on the fact, that computer games are made from objects which can be controlled and manipulated by the player to different degrees.

Genettes mode of "Ordnung". Is it the central problem of narrative for children on CD-ROM? [German]
Childrens stories which were adapted for computer games try to unite narrative and ludic structures. These connections have to overcome the gap between fixed temporal organization of narrative and free choice of ludic structures. Bünger's contribution analyzes the problem with methods of narrative theory and outlines prototypical models

Game worlds. Pixel-books make (hi)story [German]
Compared with a fictional print-text narrative structures and marks of fictionality (if ... then) in the games "Myst", "Riven" and "Myst III: Exile" are deeply interrelated with the paradigm of the image. Mela Kocher analyzes the diaries of these games, focuses on the procedures of experiencing games and text via the magic linking books and the prison notes the player has to immerse herself into while exploring the island worlds.