Neue Gegenwart®

Magazin für Medienjournalismus.
Seit 1998 herausgegeben von Björn Brückerhoff.

Neue Gegenwart®
Neue Gegenwart®
Neue Gegenwart®

Literaturverzeichnis

Neue Gegenwart®

Literaturverzeichnis: Nadine Trautzsch 

Neue Gegenwart®
  • 80 Days. (2014). Inkle; Cape Guy Limited. macOS, Windows, Switch. Android. iOS. https://www.inklestudios.com/80days/
  • Aarseth, E. J. (1997). Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press.
  • Ai-Dungeon. (o. D.). A text-based adventure-story game you direct (and star in) while the AI brings it to life. Abgerufen von https://aidungeon.com/
  • Bailenson, J. (2018) Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. WW Norton &Co.
  • Bold Venture Press. (o. D.). The Magic of Plot Genie. https://www.boldventurepress.com/the-magic-of-plot-genie/
  • Borges, J.L. (1941). The Garden of Forking Paths.
  • Brazie, A. (2024, 8. Oktober) Designing Player Agency: A Beginner’s Guide. Gamedesignskills. https://gamedesignskills.com/game-design/player-agency/ 
  • Burbach, J., Trautzsch, N. (2025) Das Kreative Volumen. Springer Vieweg.
  • CodeCombat (o. D.). Learn to Code by Playing a Game. Abgerufen von CodeCombat. https://codecombat.com/
  • Colossal Cave Adventure (1976). Crowther, W. PDP-10, Microsoft Windows, TRS-80, Apple II.
  • Danielewski, M. Z. (2000). House of Leaves: The Remastered Full-Color Edition. Pantheon.
  • Deleuze, G. (1996) Das Bewegungs-Bild. Kino 1 . Frankfurt: Suhrkamp. 
  • Detroit: Become Human. (2018). Quantic Dream, Sony Interactive Entertainment; PlayStation 4, Microsoft Windows https://www.quanticdream.com/en/detroit-become-human
  • Feige, D. M. (2024, 15. Juni). Der Geist und die Maschine. GEE Magazin. LoveforGames. 
  • Feige, D.M. (2015) Computerspiele: Eine Ästhetik. Suhrkamp.
  • Feige, D.M. (2022) Die Natur des Menschen. Suhrkamp.
  • Friston, K., FitzGerald,T.,Rigoli,F., Schwartenbeck, P., Pezzulo, G. (2017). Active Inference: A Process Theory. Neural Computation. 29. 1-49. 10.1162/NECO_a_00912.
  • Friston, K.J. (2024, 25. September). Ökosystem der Intelligenz. Human. Intelligenz und Zukunft. 
  • Friston, K.J., Parr, T., Pezzulo, G. (2022). Active Inference. The Free Energy Principle in Mind, Brain, and Behavior. The MIT Press. 
  • Future Skills. (2025). Future Skills Framework. https://future-skills.net/framework
  • Gadamer, H.-G. (1975). Wahrheit und Methode. Tübingen: Mohr Siebeck.
  • Gee, J. P. (2014). What Video Games Have to Teach Us About Learning and Literacy. Second Edition. Macmillan.
  • Gilbert, R. (o.D.) Puzzle Depencies Charts. Grumpy Gamer. https://grumpygamer.com/puzzle_dependency_charts
  • GWI (o.D.). Generation Alpha: the real picture. GWI. https://www.gwi.com/reports/gen-alpha
  • https://mark-riedl.medium.com/computational-narrative-intelligence-past-present-and-future-99e58cf25ffa
  • Huber, S. (2022) Die Emergenz der Anschaulichkeit in Comenius' Orbis pictus (1658). Dissertation. Wien. https://base.uni-ak.ac.at/cloud/index.php/s/sCSckYpPU5tA7pn
  • Human. Intelligenz und Zukunft (2024, 26. Juni). Bunte Wiese. Human. Intelligenz und Zukunft.
  • Ink. (o. D.). A narrative scripting language for games. Abgerufen von https://www.inklestudios.com/ink/
  •  Iser, W. (1972) Der implizite Leser: Kommunikationsformen des Romans von Bunyan bis Beckett. Fink, München
  • Jenkins, H.(200) Confronting the Challenges of Participatory Culture. Media Education for the 21st Century. The MIT Press.
  • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Random House.
  • Montfort, N. (2003). Twisty Little Passages: An Approach to Interactive Fiction (First Paperback ed.). Cambridge: the MIT Press
  • Murray, J. H. (2017). Hamlet on the Holodeck, updated edition: The Future of Narrative in Cyberspace. MIT Press.
  • Nellis, J. (2017, 17. Juli). What does the future hold for Generation Alpha? Cranfield School of Management. https://www.cranfield.ac.uk/som/thought-leadership-list/what-does-the-future-hold-for-generation-alpha
  • Once Upon a Bot. (o. D.). Abgerufen von https://onceuponabot.com/
  • OpenAI (o. D.). Chat GPT LLM 82024) 4o1. Abbildungen erzeugt mit DALL·E. Abgerufen von https://openai.com/dalle
  • Razorfish. (2024, 1. Juni). Razorfish Publishes Next Wave of Gen Alpha Research with New Insights to Prepare Brands. razorfish.com. https://www.razorfish.com/articles/news/razorfish-publishes-next-wave-of-gen-alpha-research-with-new-insights-to-prepare-brands/
  • Ren’py. (o. D.). Ren'Py is a visual novel engine. Abgerufen von https://www.renpy.org/
  • Riedl, M.(2017) Computational Narrative Intelligence: Past, Present, and Future. Medium.
  • Russell, S. J., & Norvig, P. (2021). Artificial Intelligence: A Modern Approach (4th ed.). Pearson.
  • https://doi.org/10.1109/MSP.2017.2765202
  • Ryan, M. (2015). Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press.
  • Schön, D. A. (1983). The reflective practitioner: How Professionals Think In Action. Basic Books.
  • Siemens, R., Schreibman, S. (2008) A Companion to Digital Literary Studies. Oxford: Blackwell. https://companions.digitalhumanities.org/DLS/
  • Storybird - Read, write, discover, and share the books you’ll always remember. (2025, 6.Januar). Storybird. Abgerufen von https://storybird.com/
  • Thalcos. (2023, 19. September). Solo Adventures - Beyond the Vale of Madness - 1Shot Adventures. 1Shot Adventures. https://1shotadventures.com/solo-adventures-beyond-the-vale-of-madness/
  • ThePulp.Net. (2021, 26. Januar). Plot devices: Help for writing your yarn. https://thepulp.net/pulp-articles/plots/
  • Turkle, S. (2011) Alone Together: Why We Expect More from Technology and Less from Each Other. New York: Basic Books.
  • Twinery. (o.D.). Twine is an open-source tool for telling interactive, nonlinear stories. Abgerufen von https://twinery.org/
  • Uhlig, B.(2015): An Bildern Sinn entwickeln. Sinnkonstituierende Lernprozesse aus der Perspektive der Bilddidaktik. In: Gebhard, Ulrich (Hg.): Sinn im Dialog. Zur Möglichkeit sinnkonstituierender Lernprozesse im Fachunterricht. Wiesbaden 2015, S. 253-270.
  • Zork (1980), Infocom, PDP-11 et al.
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