The Gamer’s Panopticon – Überwachung und Kontrolle als Motiv und Prinzip des Computerspiels

dc.bibliographicCitation.firstPage137
dc.bibliographicCitation.lastPage157
dc.contributor.authorSchellong, Marcel
dc.date.accessioned2021-06-10T09:17:04Z
dc.date.available2021-06-10T09:17:04Z
dc.date.issued2020
dc.description.abstractThis paper deals with the question of how computer games usually represent surveillance and control. It examines the games Papers, please, Beholder and Orwell. In the second part, connections between the process of the game and the principles of surveillance and control are sought using The Stanley Parable as an example.
dc.description.urlhttps://www.peterlang.com/view/title/69884
dc.identifier.urihttp://resolver.sub.uni-goettingen.de/purl?fidaac-11858/991
dc.language.isoger
dc.publishedInBerlin
dc.publisherPeter Lang
dc.relation.doi10.3726/b17376
dc.relation.editorHauptmann, Kilian
dc.relation.editorHennig, Martin
dc.relation.editorKrah, Hans
dc.relation.ispartofNarrative der Überwachung: Typen, mediale Formen und Entwicklungen
dc.rightsL
dc.subject.ddcddc:700
dc.subject.fieldmediastudies
dc.subject.fieldculturalstudies
dc.titleThe Gamer’s Panopticon – Überwachung und Kontrolle als Motiv und Prinzip des Computerspiels
dc.typeanthologyArticle
dc.type.versionpublishedVersion
dspace.entity.typePublication
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