Das Spiel Mit Der Zeit

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Das Spiel Mit Der Zeit MEDIENBILDUNG STUDIEN ZUR AUDIOVISUELLEN KULTUR UND KOMMUNIKATION Patrick Reising Das Spiel mit der Zeit. Eine qualitative Untersuchung des Videospielphänomens Speedrunning Band 7 Medienbildung Studien zur audiovisuellen Kultur und Kommunikation Band 7 Eine Schriftenreihe der Otto-von-Guericke-Universität Magdeburg, Fakultät für Humanwissenschaften, Institut I: Bildung, Beruf und Medien ISSN 2569-2453 Herausgegeben von Ralf Biermann Johannes Fromme Stefan Iske Dan Verständig Patrick Reising Das Spiel mit der Zeit. Eine qualitative Untersuchung des Videospielphänomens Speedrunning Patrick Reising Magdeburg, Deutschland Für die Veröffentlichung überarbeitete Masterarbeit im Studiengang Medienbildung: Audiovisuelle Kultur und Kommunikation an der Otto-von-Guericke-Universität Magdeburg (2017) ISBN 978-3-944722-87-0 DOI 10.24352/UB.OVGU-2019-089 Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.d-nb.de abrufbar. Otto-von-Guericke-Universität, Magdeburg 2019 Dieses Werk ist unter einer Creative Commons Lizenz vom Typ Namensnennung – Nicht kommerziell – Keine Bearbeitungen 4.0 International zugänglich. Eine Kopie dieser Lizenz können Sie einsehen unter https://creativecommons.org/licenses/by-nc-nd/4.0/deed.de Bezug (Open Access): https://doi.org/10.24352/UB.OVGU-2019-089 Inhaltsverzeichnis Inhaltsverzeichnis .................................................................................................................. 5 1. Einleitung ................................................................................................................. 7 2 Das Spiel mit der Zeit – Das Phänomen Speedrunning ............................................ 10 2.1 Formen des Videospielens ..................................................................................... 10 2.2 Speedrunning – Eine Form des Superplays ............................................................. 12 2.3 Die Geschichte des Speedrunning .......................................................................... 18 2.4 Ausübung von Speedrunning ................................................................................. 22 2.5 Kategorien und Events ........................................................................................... 24 2.6 Twitch – Die Verbreitung von Speedrunning ........................................................... 28 2.7 Tool-Assisted Speedruns ....................................................................................... 32 3 Theoretischer Rahmen – Symbolischer Interaktionismus ........................................ 34 3.1 Begründung der Wahl eines qualitativen Forschungsansatzes ................................ 34 3.2 Grundlagen des symbolischen Interaktionismus .................................................... 36 3.3 Kernvorstellungen des symbolischen Interaktionismus .......................................... 39 3.3.1 Die Beschaffenheit der menschlichen Gesellschaft ................................................. 39 3.3.2 Die Beschaffenheit sozialer Interaktion .................................................................. 39 3.3.3 Die Beschaffenheit von Objekten ............................................................................ 41 3.3.4 Der Mensch als handelnder Organismus ................................................................ 42 3.3.5 Die Beschaffenheit menschlichen Handelns ............................................................ 43 3.3.6 Die Verkettung von Handlungen ............................................................................ 43 3.4 Bedeutung des symbolischen Interaktionismus für die Medienpädagogik .............. 46 3.5 Gegenstandsbezogene Theorien und Perspektiven ................................................ 47 3.5.1 Mediennostalgie und Retrogaming ......................................................................... 47 3.5.2 Dekonstruktion ...................................................................................................... 48 3.5.3 Fankultur und Collective Intelligence ..................................................................... 49 4 Methodisches Vorgehen ......................................................................................... 50 4.1 Der Begriff Grounded Theory ................................................................................. 50 4.2 Vorgehensweise der Grounded Theory Methodology ............................................. 51 4.2.1 Kodier-Verfahren ................................................................................................... 52 4.2.2 Theoretisches Sampling (theoretische Sättigung) ................................................... 58 4.3 Forschungsstandpunkt in der Grounded Theory Methodology ............................... 59 4.4 Grounded Theory in Abgrenzung zu anderen Auswertungsmethoden ................... 61 4.5 Anwendung der Grounded Theory Methodology .................................................... 62 4.6 Praktische Vorgehensweise .................................................................................... 63 5 Auswertungsergebnisse ......................................................................................... 71 5.1 Kategorie Nostalgie ................................................................................................ 71 5 5.2 Kategorie Dekonstruktion ...................................................................................... 76 5.3 Kategorie Partizipation ........................................................................................... 80 5.4 Kategorie Perfektion............................................................................................... 85 5.5 Kernkategorie Community of Perfection ................................................................. 88 6 Diskussion ............................................................................................................. 92 6.1 Zusammenführung mit dem theoretischen Rahmen ............................................... 92 6.1.1 Soziale Interaktion zwischen Speedrunnern ........................................................... 92 6.1.2 Relevante Objekte beim Speedrunning ................................................................... 94 6.1.3 Die Verkettung von Handlungen beim Speedrunning ............................................. 95 6.2 Zugänge zur Medienbildung .................................................................................. 96 6.2.1 Grenzbezug ........................................................................................................... 97 6.2.2 Biographiebezug .................................................................................................... 98 7 Fazit und Ausblick ............................................................................................... 100 Quellenverzeichnis ............................................................................................................ 104 Abbildungsverzeichnis ....................................................................................................... 108 Tabellenverzeichnis ........................................................................................................... 109 Glossar ............................................................................................................................ 109 Anhang ............................................................................................................................ 113 Auszüge aus dem Erstgutachten: Prof. Dr. Johannes Fromme ............................................ 113 Auszüge aus dem Zweitgutachten: Dr. Ralf Biermann ........................................................ 115 6 1. Einleitung Videospiele sind in unserer heutigen Gesellschaft allgegenwärtig. Die digitalen Bildschirmspiele haben sich in den letzten 50 Jahren rasant entwickelt, sei es auf technischer oder auf inhaltlicher Ebene. Wurden die Charaktere in den Anfängen der Videospielhistorie nur mit einzelnen Bildpunkten dargestellt, sind diese mittlerweile realistisch und glaubhaft modelliert. Durch diese realen Darstellungen fantastischer Charaktere und deren Umwelten können Videospiele nunmehr Geschichten mit weltlichen Problemen erzählen. Krieg, Vergangenheitsbewältigung, Liebe und Verlust sind nur ein paar Motive, die schon Jahrzehnte lang vom Medium Film aufgearbeitet werden. Videospiele können das mittlerweile genauso gut, und so ist es auch kein Wunder, dass sie seit geraumer Zeit zum Kulturgut gehören. Trotzdem hatten es Videospiele in den vergangenen Jahren nicht leicht. Durch diverse Debatten, in denen es um Gewalt in Spielen oder um das Suchtpotenzial, das Video- spiele haben können, ging, kam das interaktive Medium in Verruf. Dies zeigt wiede- rum deutlich, dass sich mehr mit Videospielen beschäftigt werden muss, denn sicher ist, dass dieses, noch junge Medium, immenses Potenzial in Bereichen der Bildung, Gesundheit, Kultur etc. aufweisen kann. Dass Videospiele beispielsweise kreativitäts- fördernd sein können, ist seit dem Erscheinen von Minecraft (2009, Mojang) nicht von der Hand zu weisen. In dem Spiel können neue Welten, ausschließlich durch gleich- große Blöcke, erschaffen werden. Dabei sind die Möglichkeiten fast grenzenlos. Ge- meinschaften von Spielern haben sich in der Vergangenheit zusammengetan, um zum Beispiel den Todesstern aus Star Wars oder King´s Landing aus der Serie Game of Thrones nachzubauen. Die Spielmechaniken
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