Dr. Kai Matuszkiewicz

Born in 1986 in Hann Münden. Abitur received in 2005 in Witzenhausen. 2005-2006 Voluntary year with the German Red Cross. 2006-2009 Bachelor studies in German Philology as well as Early Modern and Modern History at the University of Göttingen (to become a teacher). 2009-2011 Master studies of German Philology as well as Early Modern and Modern History at the University of Göttingen (academic profile). April 2012 to September 2013 Research assistant at a Seminar for German Philology at the University of Göttingen (chaired by Prof. Dr Claudia Stockinger).



  • [with Franziska Weidle] "At the Threshold of New Worlds" - Virtual Reality Worlds Beyond Narratives (International Workshop "Playing with Worlds / Worlds of Play", a.r.t.e.s. Graduate School for the Humanities, Universität zu Köln, 11.-12. März 2016)
  • [with Nicole Gabriel and Bogna Kazur] Reconsidering Transmedia(l) Worlds (Winter School "Transmedial Narratology: Theories and Methods", Eberhard Karls Universität Tübingen, 23.-26. Februar 2016)
  • Wer erzeugt die Geschichte? Mediale und personale Narrationen in digitalen Spielen (Interdisziplinäre Tagung "digital.sozial.marginal? Literatur und Computerspiel in der digitalen Gesellschaft", Westfälische Wilhelms-Universität Münster, 25.-27. Juni 2015)
  • Die Narratologen-Ludologen-Debatte 2014 (AG-Games Workshop "Cutting Edges and Dead Ends", Leuphana Universität Lüneburg, 11.-12. April 2014)
  • Mythos Spielen/spielen. Wie Mythen in Videospielen Erzählung und Spiel verbinden (Geisteswissenschaftliche Einblicke der Graduiertenschule für Geisteswissenschaften Göttingen, Georg-August-Universität Göttingen, 24. Oktober 2013)

Project: The Legend of Zelda - an internarrative myth.
This dissertation project examines the relationship between narration and interaction in digital game playing with mythical narratives and settings. The paper profiles, with the term "internarrativity" a new theoretical approach, which conceives of narration and interaction as two poles of a synergetic/symbiotic area of tension which represents the aesthetic appeal of the reception of digital games. The myth has the function of a narrative which guides the narration on the one hand but also has an effect on the decisions of the consumers in interactive situations with multiple plot options. In this way the myth is to be understood as an element which binds together narration and interaction whose interface strategies are denoted by the process of internarration and will be analysed through the example of the Japanese action-adventure series The Legend of Zelda. In such a way the project is not only a contribution to theory building of digital game studies but also achieves fundamental research towards a canonising opus for digital games whose investigation has so far been to the greatest extent absent.