Clash of Realities
Author: Winfred Kaminski
Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.
Author: Lothar Böhnisch, Wolfgang Schröer
Publisher: Walter de Gruyter GmbH & Co KG
This book provides a basic introduction to social work. It discusses the ambiguities of social work, looking at its historical and social developments and facing the challenges of the 21st century. The authors examine and discuss the thematic and methodological field of social work within the concept of Reflexive Modernism and thus give fresh impetus to the discipline.
Fachbuch aus dem Jahr 2014 im Fachbereich Soziologie - Sonstiges, , Sprache: Deutsch, Abstract: Computer- und Konsolenspiele machen Spaß und sind erfolgreich wie nie zuvor. Aber für manche Menschen wird aus dem fesselnden Zeitvertreib eine Sucht. Ihre Gedanken kreisen ständig ums Spielen und sie reagieren gereizt oder nervös, wenn sie daran gehindert werden. Für die Betroffenen werden Familie, Hobbys, Schule oder Arbeit zur Nebensache – das Spiel dominiert das ganze Leben. Großes Suchtpotenzial haben Online-Rollenspiele, bei denen viele Aufgaben nur im Team bewältigt werden können und die Spieler sich ihren Mitspielern gegenüber verpflichtet fühlen. In diesem Buch werden die Ursachen der Computerspielsucht erforscht und Symptome genannt. Aus dem Inhalt: Warum spielt jemand Computerspiele? Motivation und Wirkung Faktoren, Konzepte und Phasen der Suchtentstehung Suchtfördernde Elemente von Online-Rollenspielen Praktische Tipps für Eltern, Pädagogen und Betroffene
André Czauderna beschäftigt sich mit Lernprozessen im Internet am Beispiel eines Forums zum Videospiel Pokémon. In vier objektiv hermeneutischen Sequenzanalysen rekonstruiert er die Strukturmerkmale, die den Prozess des Lernens – verstanden als soziale Praxis – im Rahmen der untersuchten Threads charakterisieren. Schließlich skizziert er die Grundzüge einer soziologischen Theorie des Lernens in Computerspielinternetforen.
Author: Renate Grasse, Bettina Gruber, Günther Gugel
Jugend im Fokus
Author: Romana Bogner, Reinhold Stipsits
Author: K. G. Saur Verlag GmbH & Company
Publisher: Walter de Gruyter
The IBR, published again since 1971 as an interdisciplinary, international bibliography of reviews, offers book reviews of literature dealing primarily with the humanities and social sciences published in 6,000 mainly European scholarly journals. This unique bibliography contains over 1.2 millions book reviews. 60,000 entries are added every year with details on the work reviewed and the review.