![]() Behind "The Addams Family" is an eccentric family that takes great pleasure in grotesque and macabre things, but is not aware of their bizarre doings and morbid humor – compared to other "normal people". In contrast to many other machine or computer games, however, this is not a virtual fight or war game, but rather a cheerful, almost likeable morbidity. ![]() In addition to numerous historical gaming machines from various lenders, the exhibition also featured the pinball machine "The Addams Family", which was acquired at the time. The reason for its acquisition was the special exhibition " Game over – Games, Death and Beyond" shown in 2002. The Museum for Sepulchral Culture also has a pinball machine in its collection. And because there was always the possibility to win a free game round as a bonus. Such machines were often set up in the gastronomic area, so that there was a further incentive to play, not least because of the "sociability factor". Their fascination consisted in the fact that they offered entertaining contents and one had to prove one's own skill when fighting against the pinball machine or other players. If the note Game over appears or even flashes at the end, the defeat and thus the simulated death is sealed for at least one player in linguistic-metaphorical terms.įor many decades pinball was one of the most popular slot machine games. The affinity of game and death is most obvious in vending machines or computer games, because many games involve "war" or "armed conflicts" and virtually demonstrate "life" and "death" by means of "winning" and "losing". Game over and Win are the two possible outcomes of almost every form of game – for example, many board games. Simulated death can take place in the game on various levels of representation and meaning, for example in role-playing in the form of the death of the character or in the sense of "victory" and "defeat". ![]() 1 Since the game is thus fundamentally related to reality and death is a fixed, inevitable part of reality, it must also be found in the reality of the game – in this case as simulated death. This may seem surprising at first glance, but at second glance it is no longer because, purely in terms of definition, play is "an appearance that deviates from our fixed ideas of reality, in that it simulates reality without reaching it completely. Anyone who delves into the cultural history of games and play will quickly discover that death is omnipresent there too.
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