Mathias Fuchs
Biographic Data
| ID | 129093 |
|---|---|
| NAME | Mathias Fuchs |
| GIVEN NAMES | Mathias |
| FAMILY NAME | Fuchs |
| SIGNATURE | FUCHS M |
| AFFILIATIONS | Universität Innsbruck |
| ORCID | 0000-0003-1147-065X |
| VERIFIED | Yes |
| TOTAL WORKS | 38 |
| TOTAL CITATIONS | 7 |
| AUTHOR COUNT | 38 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1974 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Ruins and the Contemporary. Introduction
Affective Necropolitics, Procedural Necrorhetorics, and the US–Mexico Border in the Call of Duty Series
This article examines how the Call of Duty videogames, specifically Ghosts (2013) and Modern Warfare II (2022), reproduce and aestheticize US state violence at the US–Mexico border. Through an analysis of gameplay mechanics, mission structure, and audiovisual design, the article argues that these videogames proceduralize US exceptionalism. Drawing on Achille Mbembe’s notion of necropolitics and Ian Bogost’s notion of procedural rhetoric, the arti…
Atlantic overflows
Stories of Disaster as Sites of Mitigation
This article explores how nuclear disaster narratives have both been informed by and articulated collective images of risk and uncertainty since the 1980s. Drawing on ideas from classical and affective narratology that are framed by a perspective informed by the sociology of knowledge, we examine three variations of narrating nuclear disasters in different media: (1) sociologist Charles Perrow’s detailed analysis of the Three Mile Island accident…
Animals in the American Imagination
This introduction to this special issue of Comparative American Studies outlines the significance of animals - in particular animal representations - to the US imagination. As the two national animals, the bald eagle and the American bison encapsulate some of the paradoxes characteristic of American animals: charged with symbolic force but nearly driven to extinction - only to become part of American success stories of conservation and restoratio…
Literature Survey
Content
Title
American Cities in Post-Apocalyptic Science Fiction by Robert Yeates
Reviewed by: American Cities in Post-Apocalyptic Science Fiction by Robert Yeates Michael Fuchs Ruined Cities. Robert Yeates. American Cities in Post-Apocalyptic Science Fiction. UCL P, 2021. ix+201 pp. $40 pbk. Open access ebk. In American Cities in Post-Apocalyptic Science Fiction, Robert Yeates sets out to show that “America has its own specific history with urban ruins in fiction” and that these “ruins have functioned in very different ways i…
Literature Survey
Content
Die «profilierte» Lehrperson
Die Frage, wie Grundschullehrpersonen qualifiziert werden müssen, wird in diesem Beitrag ausgehend von einer Analyse ihrer Aufgaben und der Rahmenbedingungen an Grundschulen diskutiert. Erkennbar wird insgesamt ein Widerspruch zwischen der für die Lehrtätigkeit notwendigen Polyvalenz und der für die Professionalisierung und die Qualität des Unterrichts erforderlichen Spezialisierung. Mit dem Ansatz der «profilierten» Lehrperson wird auf der konze…
A Review of Antoine Traisnel's, Capture
This is a review article of Antoine Traisnel's Capture: American Pursuits and the Making of the New Animal Condition
Livin’ Da Dream? Playing Black, Illusions of Meritocracy, and Narrative Constraints in Sports Video Game Story Modes
This article discusses sports video game story modes in Fight Night Champion (EA Canada, 2011), a boxing game, NBA 2K16 (Visual Concepts, 2015), a basketball game, and the story that stretches across Madden NFL 18 (EA Tiburon, 2017) and Madden NFL 19 (EA Tiburon, 2018), EA Sports’ annual football series. Focusing on African American athletes, the stories tap into the utopianism of sports and suggest that anyone, irrespective of skin color, can ma…
Ruins of Excess
In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, …
Jordan Peele’s Get Out
Review of: Jordan Peele’s Get Out: Political Horror , Dawn Keetley (ed.) (2020) Columbus: Ohio State University Press, 254 pp., ISBN 978-0-81425-580-3, h/bk £98.95, p/bk £29.95
PandemIcons? The Medical Scientist as Iconic Figure in Times of Crisis
In perhaps unparalleled fashion, the ongoing pandemic has showcased the complex entanglements between science and other fields of society, such as politics and the media. This intricate and often conflictive relationship becomes particularly manifest in the controversies surrounding scientific experts, who have been transformed from science communicators into iconic figures since the outbreak of COVID-19. Accordingly, this article examines two of…
Content
Crushing Life in the Anthropocene? Destroying Simulated "Nature" in The Cabin in the Woods
The Cabin in the Woods (2011) is a highly self-reflexive movie that is aware of its generic roots. In particular, the film struggles with the meaning of “the woods” in the horror genre. Cabin’s central twist in this respect is that the titular “woods” are not untamed nature, but rather a place of artifice. Cabin’s woods are not uncanny because they are far removed from “civilization,” but rather exactly because they are part of it. The film’s emp…
Retirada do mundo e dissolução do mundo
Este trabalho indaga se e de que modo os conceitos de Martin Heidegger de Weltentzug e Weltzerfall, elaborados pelo filósofo para falar de objetos artísticos tradicionais como a pintura, podem ser apropriados para o estudo de artefatos contemporâneos como os jogos digitais. A partir da aspiração mimética dos jogos de computador, utilizando exemplos que passam por Tetris (1984) e Assassin's Creed Unity (2014), o artigo discute o estatuto ontológic…
Ruínas do excesso
Neste artigo, descrevemos três camadas de ruínas relacionadas à tecnologia dos jogos de computador: em uma camada de superfície, destacamos as ferramentas de design utilizadas para produzir ruínas nos mundos audiovisuais dos jogos; em seguida, abordamos a política industrial da obsolescência tecnológica, enquanto uma camada infraestrutural que demanda a produção de espaços provisórios para a decadência material; por fim, através de uma camada de …
Phantasmal Spaces
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias F…
CFP
Stefan “Steve” Rabitsch, Michael Fuchs, Stefan Brandt, CFP: Worlding SF: Building, Inhabiting and Understanding SF Universes, Graz, Austria, 6-8 Dec. 2018, Science Fiction Studies, Vol. 45, No. 1 (March 2018), pp. 218-219
Playing Serial Imperialists
All Teeth and Claws
Since the mid-1980s televised wildlife documentaries have become increasingly spectacular. In particular, documentaries revolving around large predators have not just proliferated, but supported entire networks, as evidenced by Discovery’s Shark Week, which has enjoyed a phenomenal success since its introduction in 1988. Shark Week, as Matthew Lerberg (2016) has shown, epitomizes the representational reductionism which operates across media—shark…
Ludoarchaeology
Ludoarchaeology is a discipline that is methodologically rooted in archaeology with the aim of finding forgotten games-and texts on games. The discipline's objective is to reinterpret the history of games and play via material objects from the past. This essay offers an example of one such case, revisions to Johan Huizinga's Homo Ludens. In 2012, the author conducted an excavation in Gelderland, near Arnhem in the Netherlands, where Johan Huizing…
Playing Serial Imperialists
All Teeth and Claws
Since the mid-1980s televised wildlife documentaries have become increasingly spectacular. In particular, documentaries revolving around large predators have not just proliferated, but supported entire networks, as evidenced by Discovery’s Shark Week, which has enjoyed a phenomenal success since its introduction in 1988. Shark Week, as Matthew Lerberg (2016) has shown, epitomizes the representational reductionism which operates across media—shark…
Illness and Shamanistic Curing in Zinacantan
Illness and Shamanistic Curing in Zinacantan: An Ethnomedical Analysis Michael Fuchs CopyRight https://doi.org/10.2105/AJPH.64.7.729 Published Online: October 07, 2011
Use of Traditional Indian Medicine Among Urban Native Americans
The purpose of this paper is to provide a systematic explanation of the use of traditional medicine among the native American population living in the San Francisco Bay area. Several hypotheses concerning the factors associated with this behavior are tested. These include tribal grouping, socioeconomic and sociocultural factors, as well as the relationship between traditional medicine and modern Anglo medicine. The analysis is based on a probabil…
Provider Attitudes toward STARPAHC
Space Technology Applied to Rural Papago Advanced Health Care (STARPAHC), is a large-scale telemedicine project, sponsored jointly by the Indian Health Service (IHS), NASA, and the Papago tribe, and in operation on the Papago Indian Reservation outside Tucson Arizona, for the past two years. STARPAHC uses a mobile health unit (MHU), staffed by non-M.D. providers and linked by two-way television, radio, and remote telemetry to an IHS hospital up t…
Entrée/Sortie
Music Is Duty-Free
The exchange of music or information about a musical work can be accomplished by electronic mail on different levels: (1) Any score generated by a computer program, read in by a scanner or digitized in some other way can be sent to musicians via electronic mail. (2) Sounds can be sampled, encoded and transferred. (3) Structural information about a musical piece can be exchanged among musicians using computer networks. (4) Live music can be perfor…
Das „Orchester-Modell“ der Textproduktion
Die Antwort auf die Frage, was unter Textproduktions- und -revisionsprozessen zu verstehen sei, wird aufgrund der Darstellung in diesem Kapitel lauten, dass es sich in zentralen Aspekten um kognitive Konstruktionsprozesse handelt. Durch sie entstehen die komplexen kognitiven Strukturen, die von der kognitionspsychologischen Forschung der siebziger und achtziger Jahre intensiv untersucht wurden. Als Tiefenstrukturen liegen sie fertiggestellten Tex…
Effects of Changes in Tax/Benefit Policies in Austria 2003-2005
The aim of this paper is to evaluate whether policy reforms in Austria between 2003 and 2005 were successful in meeting redistributive objectives and in reducing poverty. The authors use the tax/benefi t micro-simulation model EUROMOD for this analysis. In the period under review the 2004-2005 tax reform was introduced and contributions to health insurance were raised. On the benefi t side no major changes took place, the main family benefi ts we…
Forschungsethik
Migration, Alter, Identität
Migration, Alter, Identität
Ludoarchaeology
Ludoarchaeology is a discipline that is methodologically rooted in archaeology with the aim of finding forgotten games-and texts on games. The discipline's objective is to reinterpret the history of games and play via material objects from the past. This essay offers an example of one such case, revisions to Johan Huizinga's Homo Ludens. In 2012, the author conducted an excavation in Gelderland, near Arnhem in the Netherlands, where Johan Huizing…
Cooking with Hannibal
Food plays a central role in the NBC show Hannibal, Bryan Fuller’s recent re-imagination of the well-known tale about a serial-killing psychiatrist named Dr Hannibal Lecter. This article traces food’s path from procurement via preparation to its consumption. Along this path, the article highlights how the show constantly questions binaries by intelligently interconnecting the eponymous character, who happens to be a cannibal, to his relation to f…
CFP
Stefan “Steve” Rabitsch, Michael Fuchs, Stefan Brandt, CFP: Worlding SF: Building, Inhabiting and Understanding SF Universes, Graz, Austria, 6-8 Dec. 2018, Science Fiction Studies, Vol. 45, No. 1 (March 2018), pp. 218-219
Playing Serial Imperialists
All Teeth and Claws
Since the mid-1980s televised wildlife documentaries have become increasingly spectacular. In particular, documentaries revolving around large predators have not just proliferated, but supported entire networks, as evidenced by Discovery’s Shark Week, which has enjoyed a phenomenal success since its introduction in 1988. Shark Week, as Matthew Lerberg (2016) has shown, epitomizes the representational reductionism which operates across media—shark…
Animals on American Television
Since its early days, American television has offered viewers a wide variety of animal characters. From main characters such as Lassie (Lassie, CBS, 1954–1973), Mister Ed (Mister Ed, CBS, 1961–1966), and BoJack Horseman (BoJack Horseman, Netflix, 2014–) to secondary and tertiary characters such as the cat Lucky in ALF (NBC, 1986–1990), Data’s cat Spot in Star Trek: The Next Generation (syndicated, 1987–1994), and the chicken and the duck in Frien…
Phantasmal Spaces
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias F…
Content
Crushing Life in the Anthropocene? Destroying Simulated "Nature" in The Cabin in the Woods
The Cabin in the Woods (2011) is a highly self-reflexive movie that is aware of its generic roots. In particular, the film struggles with the meaning of “the woods” in the horror genre. Cabin’s central twist in this respect is that the titular “woods” are not untamed nature, but rather a place of artifice. Cabin’s woods are not uncanny because they are far removed from “civilization,” but rather exactly because they are part of it. The film’s emp…
Retirada do mundo e dissolução do mundo
Este trabalho indaga se e de que modo os conceitos de Martin Heidegger de Weltentzug e Weltzerfall, elaborados pelo filósofo para falar de objetos artísticos tradicionais como a pintura, podem ser apropriados para o estudo de artefatos contemporâneos como os jogos digitais. A partir da aspiração mimética dos jogos de computador, utilizando exemplos que passam por Tetris (1984) e Assassin's Creed Unity (2014), o artigo discute o estatuto ontológic…
Ruínas do excesso
Neste artigo, descrevemos três camadas de ruínas relacionadas à tecnologia dos jogos de computador: em uma camada de superfície, destacamos as ferramentas de design utilizadas para produzir ruínas nos mundos audiovisuais dos jogos; em seguida, abordamos a política industrial da obsolescência tecnológica, enquanto uma camada infraestrutural que demanda a produção de espaços provisórios para a decadência material; por fim, através de uma camada de …
A Review of Antoine Traisnel's, Capture
This is a review article of Antoine Traisnel's Capture: American Pursuits and the Making of the New Animal Condition
Livin’ Da Dream? Playing Black, Illusions of Meritocracy, and Narrative Constraints in Sports Video Game Story Modes
This article discusses sports video game story modes in Fight Night Champion (EA Canada, 2011), a boxing game, NBA 2K16 (Visual Concepts, 2015), a basketball game, and the story that stretches across Madden NFL 18 (EA Tiburon, 2017) and Madden NFL 19 (EA Tiburon, 2018), EA Sports’ annual football series. Focusing on African American athletes, the stories tap into the utopianism of sports and suggest that anyone, irrespective of skin color, can ma…
Ruins of Excess
In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, …
Jordan Peele’s Get Out
Review of: Jordan Peele’s Get Out: Political Horror , Dawn Keetley (ed.) (2020) Columbus: Ohio State University Press, 254 pp., ISBN 978-0-81425-580-3, h/bk £98.95, p/bk £29.95
Art (18 works) · Computer Science (12 works) · Sociology (12 works) · History (10 works) · Aesthetics (9 works) · Philosophy (9 works) · Political science (9 works) · Literature (8 works) · History (7 works) · Digital Games and Media (6 works)