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
