Base
Country | Germany |
Institutional affiliation | Department of Media Culture and Theatre, University of Cologne |
Title | Research Fellow/Post-Doc |
Research interests relevant to game philosophy | Info on current research project (2017-2022, funded by the German Research Association): Overall info: |
Publications and presentations relevant to game philosophy | Bonner, Marc: Offene-Welt-Strukturen: Architektur, Stadt- und Naturlandschaften im Computerspiel, Marburg: Büchner Verlag 2023. DOI: http://doi.org/10.14631/978-3-96317-873-3 Bonner, Marc: The World-Shaped Hall: On the Architectonics of the Open World Skybox and the Ideological Implications of the Open World Chronotope, in: Game | World | Architectonics – Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception, hrsg. von Marc Bonner, Heidelberg: Heidelberg University Publishing 2021, S. 65-98. DOI: https://doi.org/10.17885/heiup.752.c10380. Bonner, Marc: Introduction – Prospect onto the Architectonics of Game Worlds, in: Game | World | Architectonics – Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception, hrsg. von Marc Bonner, Heidelberg: Heidelberg University Publishing 2021, S. 1-16. DOI: https://doi.org/10.17885/heiup.752.c10366. Bonner, Marc: How Science Fiction is Embodied in Level Structures: Singular Spaces in Computer Game Interiors and Game Mechanics, in: Science Fiction Film & Television and Gaming, Special Issue of the SFFT Journal, hrsg. von Cameron Kunzelman und Darshana Jayemanne, XXX 2021, Vol 14, Issue 2, 2021 (forthcoming) Bonner, Marc: Piercing all Layers of the Anthroposphere – On Spatialization and Architectural Possibilism in Hitman, in: Architectonics of Game Spaces, The Spatial Logic of the Virutal and Its Meaning for the Real, hrsg. von Andri Gerber und Ulrich Götz, München: Transcript 2019, S. 215-232. “On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces oft he Man-Nature Dichotomy”, in: DiGRA 2018. The Game is the Message, University of Turin 25.-28. July 2018, Conference Proceedings, pp. 1-18. URL: http://www.digra.org/digital-library/publications/on-striated-wilderness-and-prospect-pacing-rural-open-world-games-as-liminal-spaces-of-the-man-nature-dichotomy/ “Erkundung als virtuell-fiktionale Immersionsstrategie – Das prospect pacing der Open-World-Computerspiele als Spiegel nicht linearer Spieler-Einbindung”, in: Institut für Immersive Medien Kiel (Eds.): Jahrbuch Immersiver Medien 2016. Interfaces – Netze – Virtuelle Welten, Marburg: Schüren 2017, pp. 38-57 “Puzzle About The Island – Multi-Perspective Studies on Knowledge in The Witness”, in: 10th International Conference on the Philosophy of Computer Games, Knowledge, University of Malta 01.-04. November 2016, Conference Proceedings, pp. 1-16. URL: http://pocg2016.institutedigitalgames.com/site/assets/files/1015/bonner_-_puzzle_about_the_island.pdf “Ambiguous Play Pattern: A Philosophical Approach to the Refuge-Prospect Theory in Urban Open World Games by Merging Deleuze/Guattari and de Certeau”, in: 9th International Conference on the Philosophy of Computer Games, Meaning and Computer Games Berlin, BTK Berlin 14.-17. Oktober 2015, Conference Proceedings, pp. 1-16. URL: https://www.academia.edu/24458160/Ambiguous_Play_Pattern_A_Philosophical_Approach_to_the_Prospect-Refuge_Theory_in_Urban_Open_World_Games_by_Merging_Deleuze_Guattari_and_de_Certeau “APERchitecTURE – Interferierende Architektur- und Raumkonzepte als Agens der Aperture Sciences Inc.”, in: Thomas Hensel, Britta Neitzel and Rolf F. Nohr (Eds.): “The cake is a lie”. Polyperspektivische Betrachtungen des Computerspiels am Beispiel von „Portal“, hrsg. von, Reihe Medienwelten, Bd. 26, Münster: LIT Verlag 2015, pp. 75-105 “Analyzing the Correlation of Game Worlds and Built Reality: Depiction, Function and Mediality of Architecture and Urban Landscapes”. DIGRA-Conference Proceedings 2014, University of Utah, 2014, pp. 1-14. URL: http://content.lib.utah.edu/cdm/ref/collection/EHSL_DiGRA/id/58. “Depiction and Use of Outer Space in Computer Games using the examples of Mass Effect and Dead Space”. Presentation on Cosmography Conference, Falmouth University, Cornwall 2014. “Digitale Spielarchitektur und ihr leiblicher Raum – Über das affektive Erfahren des Spielers und den Transfer von Atmosphären gebauter Wirklichkeiten”. In: Zwischen|Welten. Atmosphären im Computerspiel, Christian Huberts and Sebastian Standke (Eds.) Verlag Werner Hülsbusch, Glückstadt 2014, p. 210-223. “Scale the Colossal: Hypertrophic Architecture as Spatial Challenge and its System of Meaning in Computer Games”. In: Kunsttexte, E-Journal für Kunst- und Bildgeschichte, 2016 “Who Needs Enemies? Architecture as Sole or Dominant Agent in Game Design”. Presentation on DIGRA 2015: Diversity of play: Games – Cultures – Identities. Leuphana University, Lüneburg 2015. |
Keywords | architecture, cityscape and natural landscape, game world, urbanism, navigation, open world games, prospect-refuge theory, wilderness, rhythmanalysis, play pattern, philosophy, spatial theory, cultural studies |
Personal links | https://independent.academia.edu/MarcBonner |
Name | Marc Bonner |
Background | game studies, art history, architectural theory, media studies |