Buddyguard on Stage

buddyshow teaser

Finally, my studies at FH Potsdam come to an end. I will give the presentation of my Master’s Thesis and projects on

Tuesday, March 25th, 2008 at 15 h
in the FH Potsdam Casino.

It has been a tough time untill my book went into press and I’m still quite busy preparing a decent show for you. But, hopefully, you will enjoy it and I will succeed in gaining a proud and honourful Master’s degree.

Buddyguard is helping me with making up a proper guestlist. But you are invited now already, as a reader of my blog!



HalfLife Screenshoot found on games.tiscali.cz

Immersion (lat.: imergere = to dip): feeled presence in another world

A “world” might be defined by

  • a set of objects and individuals
  • an inhabitable environment
  • its complete understandability (for external spectators)
  • space of possibilities (to take action etc)

building blocks of immersion

  • being caught (backgrounds from cognitive science)
  • a computergame defines the setting and the “destiny of the voyage”
  • by interacting we accept the (game)rules

There is no effort necessary, only conscious analysis is capable of distinguishing between real and virtual. Familiar images and hardware that is intuitively operable help to stay “inside the world”.

Finding ourselves in a state of “amphibic” awareness, we flicker between sensing reality (keyboard, environment) and the game world.

“Possible Worlds” is a term established by Analytical Philosophy (David Lewis): We define our world as a part of the real, absolute world by our perspective. Our view and the real world are linked indexically.
Immersion/Imagination shifts the center of our (real-world) perspective into a fictional world (recentering). The new world is constituted by its rules only which cannot be questioned in consequence.

This is very briefly the content of a presentation I gave (long version in German follows) while I was attending a class at FU Berlin, Seminar for Film Studies on Computergames and Media Theory hosted by Judith Keilbach. It is based on the text

Marie-Laure RYAN, Narrative as Virtual Reality. Immersion and Interactivity in Literature and Electronic Media. Baltimore/London 2004: Johns Hopkins University Press


Mobile Phones on Stage

I just returned from a great play with the title MOBIL at the Hans-Otto-Theater Potsdam about our mobile life and mobile devices. Almost all dialogues had been replaced by talks on the phone or even messages left on mailboxes. That revealed a society permanently on the move, compensating that lack of physical proximity by an excess in mobile communication. A vivid and intense performance of the actors gave these topics a touching expression.

. .


Jede Art der Kommunikation über elektronische Medien hinterlässt heutzutage ihre Spuren auf irgendwelchen Server-Systemen. Der automatisierten Überwachung und Kontrolle großer Bevölkerungsschichten ist damit die Tür geöffnet. Freiheit und Kommunikation schließen sich in letzer Konsequenz aus. Wie könnte die Welt aussehen, wenn sich die Menschen für die Freiheit entscheiden und fast alle elektronischen Kommunikationsformen abgeschafft sind? Das tell-Projekt mischt Film und Theater um dieser Frage zwischen Science und Fiction nachzugehen.

Trailer des tell-Projekts