"David Lochner gibt einen Überblick über die vielfältigen Möglichkeiten des Erzählens im virtuellen Raum. Ob Animationsfilm, digitales Spiel oder interaktiver Film – sie alle bieten Autoren und Produzenten neue Wege, Geschichten zu erzählen: Visionen, Träume und Welten zu entwickeln, die da
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s Publikum noch nicht gesehen hat. Die zunehmende Digitalisierung hat nicht nur den Film revolutioniert, sondern auch neue Medien erschaffen, wie das digitale Spiel und den interaktiven Film. Herkömmliche dramaturgische Plot-Szenarien werden durch interaktive Erzählschemata neu definiert und erschaffen. Der Nutzer schreibt die Geschichte mit. Was dem Spieler große Freiheit bringt, bedeutet für den Autor eine neue Sicht aufs Storytelling. Durch das Internet können wir diese virtuellen Welten in Form von digitalen Spielen, wie World of Warcraft oder Second Life, betreten und uns in Netzwerken austauschen. Spieler greifen erstmals kreativ in das Geschehen ein und nehmen Einfluss auf den Handlungsverlauf. Der Autor tritt dabei in seiner Funktion des Geschichtenschreibers einen Schritt zurück und gibt Inhalte an die Konsumenten ab. David Lochner zeigt, dass virtuelle Welten mehr sind als eine digitale Alternative zum Kinofilm oder Roman. Sie müssen deshalb als eigenständiges Medium betrachtet werden. Als Medium, das nach eigenen erzählerischen GeSetzmäßigkeiten funktioniert und neue Ansprüche an die Unterhaltung stellt." (Verlagsbeschreibung)
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"Dennis Eick zeigt, welche neuen Erzählformen durch das Internet und die technischen Möglichkeiten der Digitalisierung realisiert werden können. Er stellt zahlreiche Beispiele aus dem nationalen und internationalen Bereich vor und führt Interviews mit namhaften Fachleuten aus den einzelnen Genre
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s. Dabei stehen nicht nur die Dramaturgie, sondern auch die wirtschaftlichen Bedingungen und konkreten Arbeitsfelder für Kreative im Vordergrund. Denn nicht nur die Grenzen zwischen Film und Games schwinden, sondern beide Medien nähern sich immer stärker an. Das Gleiche findet auch in der vielbeschworenen Konvergenz von TV und Internet statt, welche zum Beispiel in den vielen Social Media-Anwendungen immer neue Erzählformen generiert. Geschichten verändern sich, überschreiten die Grenzen der einzelnen Medien, ob sie linear oder non-linear erzählt werden, ob sie einen passiven Zuschauer oder einen aktiven Konsumenten ansprechen. Erstmals zeigt ein Buch die Gesetze und Möglichkeiten auf, mit denen Geschichten heute und in Zukunft erzählt werden können." (Verlagsbeschreibung)
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"42 Prozent der 14- bis 40-Jährigen in Deutschland nutzen Twitch mindestens selten. Die Twitch-User sind überwiegend männlich und zum größten Teil zwischen 21 und 30 Jahren alt. Gaming ist meist der erste Berührungspunkt mit Twitch. Auf der Plattform stehen Content-Creator und ihre Livestreams
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im Fokus, die ein Community-Gefühl und eine enge Bindung entstehen lassen. Der Anteil politischer Inhalte auf Twitch wird von 30 Prozent der für die Studie befragten gesellschaftspolitisch interessierten Nutzerinnen und Nutzern als „sehr groß“, von weiteren 41 Prozent als „eher groß“ wahrgenommen. Vor allem Fake News, Mobbing und Hatespeech werden von den Befragten als potenzielle Gefahren auf der Plattform eingeschätzt." (Kurz und knapp, Seite 1)
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"GeoPoll’s latest report, “Gaming in Africa,” provides a detailed exploration of the burgeoning gaming scene across Egypt, Kenya, Nigeria, and South Africa. Drawing from the perspectives of more than 2,500 gamers, this report shines a light on the habits, preferences, and challenges of the Afr
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ican gaming community. Highlights from the survey include the following:
The Prevalence of Mobile Gaming: The survey reveals a significant tilt towards mobile gaming, with an astounding 92% of respondents playing games on their mobile phones. This preference is driven by increasing smartphone penetration and the Android platform’s dominance, with 92% of respondents having downloaded games from the Google Play Store.
Engagement: Gaming serves as a primary source of entertainment, relaxation, and a remedy for boredom for the majority of gamers, with 73% playing for fun and 64% for stress relief.
Expenditure: Financial investment in gaming is noteworthy, with 63% of gamers having made a purchase related to gaming. The amount spent varies, with 29% spending between $2 to $5 monthly, illustrating a willing but cost-conscious gamer base.
Navigating the Barriers: The report also identifies barriers to gaming purchases, with 47% preferring free games and 44% citing a lack of funds. The cost-related challenges extend beyond purchases, as gamers list the cost of data bundles (42%) and expensive gaming hardware (31%) among their top challenges.
A Call for Cultural Representation: Over half of the respondents value cultural relevance in games, and a substantial 44% feel there are not enough games with characters that look like them or environments similar to their life, signaling an untapped market for local content creation.
In-Game Advertising Insights: Despite mixed feelings about ads in games, a surprising 63% have made a purchase after seeing an ad in a game. This suggests that while ads may be met with some resistance, they remain a potent tool for engagement and monetization within the gaming ecosystem.
The Local Gaming Scene: A striking 56% of respondents are unaware of any games made in Africa, highlighting a significant gap in visibility and market penetration for local developers. However, there is a growing interest in supporting local talent, with varied sentiments across countries regarding the importance of local games." (Key findings summary)
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"Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the 'gamification of extremism.' Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the f
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ield to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book explores key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counter-terrorism techniques and promising preventing / countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere and explores the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers". (Publisher description)
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"The appearance of new media and its enormous diffusion in the last decades of the 20th century and up to the present has greatly increased and diversified the reception of Egyptian themes and motifs and Egyptian influence in various cultural spheres. So-called popular or pop culture (cinema, genre
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fiction, TV-series, comics, graffiti, computer and video games, rock and heavy music, radio serials, among others) often makes use of narratives and motifs drawn from the observation and study of ancient Egypt, updated and reinterpreted in various ways, and which is now the subject of study by scholars of Egyptology. The present monograph seeks to provide new evidence of this interdisciplinarity between Egyptology and popular culture. It explores the conscious reinterpretation of the past in the work of contemporary authors, who shape an image of the Egyptian reality that in each case is determined by their own circumstances and contexts." (Publisher description)
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"People with mental illness struggle to find connection and community due to a combination of stigma, social isolation, and adverse social experiences. Digital games, as an immersive and interactive media, can convey aspects of mental health experiences in thoughtful ways. I considered how players c
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onnect with characters in digital games about mental health. Combining social network theories and science and technology studies, this qualitative grounded theory study of 48 people who play video games and experience mental illness found that players perceive and form bonds with characters as experientially similar to themselves. Players engaged with different commercially-available games about mental health and felt less alone in their own experiences, identified new coping strategies, and envisioned alternate self-narratives. I put forward a concept, experientially simulated others, to define the specific ways that digital games’ interactivity and immersivity enhance the impacts of connecting with shared mental health experiences." (Abstract)
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"Is there a spillover effect in multiperspectivity regarding the Israeli-Palestinian conflict among Israeli and Palestinian undergraduate students that results from playing a social impact game about a different conflictual context? We examined whether playing Fact Finders (Cyprus conflict) and Peac
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eMaker (Israeli-Palestinian conflict) in a different order and whether playing only one of the two games impacts multiperspectivity regarding these conflicts. 203 Israeli and Palestinian students participated in a quasi-experimental pre-test post-test design. Israelis and Palestinians playing Fact Finders first developed significantly more multiperspectivity on the Israeli-Palestinian conflict, than those playing PeaceMaker first. In addition, Israelis playing only Fact Finders developed significantly higher multiperspectivity regarding the Cyprus conflict and the Israeli-Palestinian conflict, unlike those playing only PeaceMaker. This is the first time multiperspectivity for direct parties to the conflict is observed for the Israeli/Palestinian conflict through digital games. Moreover, this is the first study to indicate a spillover effect in multiperspectivity from a different conflictual context to one’s own context. This research adds to our understanding of the effects of social impact games, suggesting that the multiperspectivity effect of the aforementioned games may extend well beyond a specific conflictual context." (Abstract)
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"The book Videogames in the Indian Subcontinent. Development, Culture(s) and Representations is the first ever comprehensive presentation and discussion of material spanning over all nations of South Asia, including Bangladesh, Bhutan, India, the Maldives, Nepal, Pakistan, and Sri Lanka. Discussed b
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y the leading expert on the theme, it offers both an overview of as well as numerous detailed examples of both, historical and contemporary developments. Appropriately, this work also situates the regional characteristics in larger global contexts and cultural flows, and contemporary developments in historical contexts." (Review by Xenia Zeiler, CyberOrient, Vol. 17, Iss. 1, 2023, pp. 70-73)
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"Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to mod
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ern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will." (Publisher description)
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"Diese Studie trägt dazu bei, ein Verständnis für das Thema ,Gaming‘ und seine Derivate zu vermitteln und mithilfe von interdisziplinären, theoriegeleiteten Übersichten, Modellen und Handlungsempfehlungen eine praxisorientierte, qualifizierte Extended Gaming Literacy für Akteur:innen der Aus
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wärtigen Kultur- und Bildungspolitik (AKBP) aufzubauen. Ein umfangreiches technisches oder technologisches Fachwissen wird nicht vorausgesetzt. Besonders in der internationalen Zusammenarbeit kann diese Studie durch die verschiedenen Praxisbeispiele und deren akademische Einordnung als Inspiration dienen. Im ersten Teil der Studie werden die Potenziale von Gaming aufgezeigt und gleichzeitig der Blick auf neueste Entwicklungen wie ,das Metaverse‘ gerichtet. Ein handlungsleitendes Modell vermittelt das Handwerkszeug, um verschiedene Dimensionen von Gaming und dessen Auswirkungen einordnen zu können. Verschiedene Aspekte des Modells werden anhand von zehn kurzen Fallbeispielen erläutert. Die Studie schließt mit Handlungsempfehlungen und einem kritischen Ausblick, insbesondere hinsichtlich offener Forschungsfragen." (Zusammenfassung)
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"Fictional Practices of Spirituality" provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video ga
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mes and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations." (Publisher description)
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"As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient in
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to focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior." (Publisher description)
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"Spiele sind durch Produktion, Distribution und Konsumption in politische Strukturen eingebunden. Sie spiegeln nicht nur ihre Umwelt wider, sondern werden auch maßgeblich durch diese geformt. Die Beiträger*innen fragen transdisziplinär nach der Analyse solcher "Politiken des Spiels": Innerhalb we
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lcher rechtlichen, gesellschaftlichen und politischen Regeln findet das Spiel statt? In welchen Machtverhältnissen stehen die am Spiel beteiligten Akteur*innen? Und wie geht die Branche mit aktuellen politischen Diskursen um? Dabei betrachten sie zahlreiche Formen des Spiel(en)s in diachroner sowie synchroner Perspektive und machen deutlich: Spielen ist ein hochpolitischer Akt." (Verlagsbeschreibung)
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"This special issue explores the power of games to shape worldviews, share perspectives, develop religious identities and provoke ethical reflection. Contributors bring together ideas from classrooms of philosophy and religious studies with case studies fromreligious communities and companies engage
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d in game design, and reflect on their own experiences as makers, players, teachersand critics of games. This introduction proposesaconcept of formative gamingto explain this multidisciplinary, multi-context approach. The issue includes four articles, two reports and an interview, and this introduction briefly summarises each contribution before identifying the key themes and shared questions that emerge across the collection." (Page 1)
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"Misinformation and fake news are severe threats to society. The role of critical reading skills is crucial in the battle against misinformation. Despite the promising results of game-based interventions to mitigate the effects of misinformation, the corpus of research on games supporting critical r
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eading skills needs an overview. Therefore, a systematic literature review was conducted to analyze how games have been used to tackle misinformation and reveal game design trends. A total of 15 papers eventually met the defined inclusion criteria and were analyzed. The review revealed that the use of games in critical reading education had emerged recently and focused mainly on fake news. Most games were grounded on inoculation theory and consequently designed to expose players to weakened doses of the misinformation manipulation techniques to build resistance against them. So far, the games have been studied mainly in informal settings and with adult participants. The median sample size was 196, and the median playing time was 15 min across the studies reported in the papers. Although all the reviewed papers reported positive outcomes, the game-based learning research on the critical reading domain is not yet mature enough to generalize findings." (Abstract)
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