Eugen Pfister ORCID, Adrian Demleitner ORCID

Why We Thought It Was a Good Idea to Build a DACH Games Database


9 Seiten
Erscheinungsdatum: 22.07.2026

DOI https://doi.org/10.46500/83536017-020

Lizenz CC BY-NC-ND 4.0
Lizenz: CC BY-NC-ND 4.0
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Games and Literature

DOI https://doi.org/10.46500/83536017
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Eugen Pfister

Eugen Pfister is historian and political scientist. He conducts research on the history of ideas and political history, as well as history in and of digital games. In terms of the history of ideas, he is primarily interested in digital games as sources of digitalisation in our societies and as sources of political communication and identity construction over the past half-century. He leads the SNSF- Sinergia Project “Confoederatio Ludens Swiss History of Games, Play and Game Design 1968-2000” from 2023 to 2027 at the Hochschule der Künste Bern. Previously, he led the SNSF research project ‘Horror Game Politics’ at the HKB from 2018 to 2022. He is a founding member and long-standing board member of the German-speaking ‘Working Group on Humanities and Digital Games’ (AKGWDS) and the Digital Society Initiative (DSI). Since 2015, he has been running a personal research blog called ‘Spiel-Kultur-Wissenschaft’ (spielkult.hypotheses.org) and, since 2024, the game studies podcast ‘Kritische Controller’ together with Dr Arno Görgen. His research interests include digital history, game studies, history of ideas, political history and media history. Eugen Pfister studied history and political science at the University of Vienna and the Université de Paris IV – Sorbonne. He then studied the history of political communication in co-tutelle at Goethe University Frankfurt and the Universita degli studi di Trento. He has taught history and media studies at the University of Fribourg, Heinrich Heine University Düsseldorf, the University of Vienna, and the University for Continuing Education in Krems. He is a reviewer for DIGRA, CEEGS, the Austrian Academy of Sciences, and the Theodor Körner Fund.

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Adrian Demleitner

Adrian Demleitner is a researcher at the Institute of Design Research HKB in Switzerland, and specializes in the intersection of critical code analysis and video game studies. As part of Confoederatio Ludens, he is working on his Digital Humanities dissertation at the University of Bern in Switzerland. His research explores the intricate relationship between code and semiotics in video games, particularly emphasizing programming as a meaningful human activity. He studied process design at Hyperwerk in Basel, Switzerland, and earned an MA in design research from the MA Design program at HKB in Bern, Switzerland. His recent positions include serving as a scientific software programmer in a research project on participatory image archives at the University of Basel and as a junior researcher at the Institute of Experimental Design and Media Cultures on a project focused (IXDM) on electronic waste.

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Kategorien

Schlagworte
Computerspiele, Bewahrung der Kultur, Game Studies, Narratologie, Erzählen, Erinnerungskultur, Archivierung
Thema
UG, D
Bisac-Code
FOR000000, GAM013000, COM012040

Weitere Beiträge des Bandes

Seite 5-7Contents
Dîlan Canan Çakir, Anna Kinder, Sebastian Möring
Seite 9-15Games & Literature
Astrid Ensslin, Maud Ceuterick
Seite 48-61"I Was the Person Who Wasn't There"
Dipannita Ghosh
Seite 62-72Big Worlds on Small Screens
Stefan Köhler
Seite 116-128Speaking Entire Worlds Into Existence
Christian A. Bachmann
Seite 129-143The Garden of Folding Paths
Lena Falkenhagen
Seite 144-151Quartet of Games Culture
Sebastian Möring
Seite 152-161The Care Motif in 'Life is Strange
Yu Hao, Jiadong Qiang
Seite 195-204Re-materialising Immortality
René Bauer, Beat Suter
Seite 207-231Archiving Digital Interactive Games
Alex Holz, Heinz Werner Kramski
Seite 232-244To Preserve and Provide
Csongor Baranyai
Seite 245-259Save the Trees!
Gyoonho Kong
Seite 260-268Emulating the Experience
Joy DuBose
Seite 284-290Video Game Cataloging
Eugen Pfister, Adrian Demleitner
Seite 291-299 Why We Thought It Was a Good Idea to Build a DACH Games Database
Hanns Christian Schmidt
Seite 303-317How to Read a Game
Mário Gomes
Seite 318-329Cave and Code
Stefan Höltgen
Seite 330-347Reading the Subtexts of Games
Seite 348-353About the Authors


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