If you want to read one of my research papers, feel free to write me an email.
Please note that most of my work was written in German and unfortunately I can't offer an English version.
RESEARCH PAPERS
Queerness as Critical and Reflective Scientific Practice in Video Games - Bachelor Thesis
(2022)
(2022)
This work aims to draw attention to the shortcomings of the previous approaches of non-binary gender representation and queer' actions within video games and to use queer game design to discuss which strategies can also be used to create representation and meaning on a mechanical level. Making games queer goes beyond the question of representation politics - queer in the context of games means moving free of conventions and supposed norms within games and game development, thereby creating space for innovation.
Atmospheres in Computer Games - Proceduralism and Player-Centered Approach in Comparison (2022)
In the following paper, the experience of video games, or rather the experience of the atmospheres within digital games, was examined in more detail under the theory of proceduralism by Ian Bogost with the theory of player-centrism by Miguel Sicart. The aim of this thesis is to contribute to the debate on the direction of proceduralism, player-centeredness and the general question of atmospheres in video games, for which it is first necessary to examine the theoretical approaches, individual concepts and finally the thesis in a comparison of both theories.
Construction of reality in VR (2020)
In the following term paper, the experience of virtual reality was examined under the question of whether and how reality is constructed. The central question is whether one can really speak of a clear idea of a reality (or reality), or whether one should rather speak of different realities, which are merely in different modes or even reality levels. It is interesting here whether one can assume a further level of reality with the element of VR in VR, or how this element functions within this reality construct. The focus is on and based on the radical constructivist approach, on the basis of which the individual terms are explained and the guiding question is examined.
Affective Computing (2019)
Affective computing should offer another opportunity to make our emotional forms of expression clearly recognizable and error-free for fellow human beings, but also for machines, and thus to strengthen them. But do we rely too much on computers and technology to interpret affective information for us? Does this not increase the danger of partly placing our self-knowledge in the hands of machines and do we not promote our 'ignorance of the self' instead of counteracting it? These questions will be critically examined in the following term paper.
"Faith - Chapter I" - an analysis paper (2019)
A better graphical capacity allows us, among other things, to display more polygons, better shadows or light effects. But Graphics alone do not define how effective an atmosphere is in the game. This term paper is intended to show that or if the focus on graphics has destroyed the atmospheric effect, the creation and the construction of atmosphere and why Faith with its rudimentary game mechanics, visual and acoustic effects still manages to create a compelling horror atmosphere.
"Alone in the Dark (1992)" - an analysis work (2018)
Alone in the Dark went down in history as the first 3D survival horror game and was praised several times for its visualization and innovative ideas, which can still be found in survival horror games today: Limited inventory, puzzle solving, the urge to survive instead of fighting - all this was already provided by AITD as a template for all other genre successors. Nevertheless, the question arises: Are these few, isolated gameplay features sufficient to call them 'true' representatives of the survival horror genre? Are there certain characteristics that a game must meet in order to belong to this genre?
The guiding thesis of the work is that the survival horror development has taken on more and more form-aesthetic traits of the action genre, especially the shooter, which push the 'survival' - the urge to survive - in favor of frequent, action-packed fights rather in the background. Is it now an in-name-only genre, a shooter with horror setting, gore and splatter elements?