Published: Games and Literature (Open Access)

Edited by: Dîlan Canan Çakir, Anna Kinder, Sebastian Möring

»Games and Literature« explores the intersections of literary studies and digital games. This volume examines how games function as narrative media, cultural artefacts, and objects of scholarly preservation. With perspectives from literary scholars, archivists, and game researchers, it highlights the evolving status of games within academia and cultural memory. Emphasising interdisciplinary approaches, the book addresses storytelling, archiving practices, and game analysis, contributing to ongoing debates on how cultural artefacts evolve through digital media.

The volume is published in English.

Series: DLAwritings, Band 23

354 pages, 92 images
ISBN (Open Access) 978-3-8353-8162-9
ISBN (Print) 978-3-8353-6017-4
Wallstein Verlag
Publishing date: 22.07.2026

DOI https://doi.org/10.46500/83536017

Download: https://www.wallstein-open-library.de/9783835360174-games-and-literature.html, (in case you are experiencing trouble downloading, try the DNB site https://d-nb.info/1415589003)

Lizenz/license: CC BY-NC-ND 4.0

Contents
pp. 5-7, Contents

Dîlan Canan Çakir, Anna Kinder, Sebastian Möring, pp. 9-15: Games & Literature

Bruno Dupont, Hélène Sellier, pp. 19-47: Visual References to Game Culture in Gamer Literature Book Covers

Astrid Ensslin, Maud Ceuterick, pp. 48-61: “I Was the Person Who Wasn’t There”

Dipannita Ghosh, pp. 62-72: Big Worlds on Small Screens

Manoj Jayakumar, pp. 73-83: ‘Bildung’ and Gothic as Playful Perspectives in ‘Spec Ops. The Line’ and ‘The Wanderer. Frankrenstein’s Creature’

Niklas Nylund, pp. 84-103: From Fantasy Classic to Vernacular Video Game

Anna Seidel, pp. 104-115: Staging the Right to the City and its Impossibility

Stefan Köhler, pp. 116-128: Speaking Entire Worlds Into Existence

Christian A. Bachmann, pp. 129-143: The Garden of Folding Paths

Lena Falkenhagen, pp. 144-151: Quartet of Games Culture

Sebastian Möring, pp. 152-161: The Care Motif in ‘Life is Strange

Andreas Lange, pp. 165-181: The Digital Transformation of the Cultural Heritage Sector

Vera Piontkowitz, pp. 182-194: Video Games as an Archive for Intangible Cultural Heritage

Yu Hao, Jiadong Qiang, pp. 195-204: Re-materialising Immortality

René Bauer, Beat Suter, pp. 207-231: Archiving Digital Interactive Games

Alex Holz, Heinz Werner Kramski, pp. 232-244: To Preserve and Provide

Csongor Baranyai, pp. 245-259: Save the Trees!

Gyoonho Kong, pp. 260-268: Emulating the Experience

Mario Donick, pp. 269-283: Retro-Romanticism or Preservation of Cultural Memory?

Joy DuBose, pp. 284-290: Video Game Cataloging

Eugen Pfister, Adrian Demleitner, pp. 291-299: Why We Thought It Was a Good Idea to Build a DACH Games Database

Hanns Christian Schmidt, pp. 303-317: How to Read a Game

Mário Gomes, pp. 318-329: Cave and Code

Stefan Höltgen, pp. 330-347: Reading the Subtexts of Games

pp. 348-353: About the Authors

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