Die Wirtschaftliche Bedeutung Von Historischen Themen in Der Videospielindustrie

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Die Wirtschaftliche Bedeutung Von Historischen Themen in Der Videospielindustrie Making money with history: Die wirtschaftliche Bedeutung von historischen Themen in der Videospielindustrie. Masterarbeit zur Erlangung des akademischen Grades Master of Arts (MA) an der Karl-Franzens-Universität Graz vorgelegt von Florian KRÖLL BA Am Institut für Geschichte Begutachterin: O.Univ-Prof. Dr.phil. Renate Pieper Graz, 2021 Danksagung Ich möchte die Gelegenheit an dieser Stelle nutzen, um mich bei meinen Eltern, Franz und Marlene, nicht nur für die Unterstützung im Studium, sondern auch in allen sonstigen Aspekten des Lebens zu bedanken. Vielen Dank für alles! Darüber hinaus möchte ich auch meiner Betreuerin, Dr. Renate Pieper, die mich schon bei meiner Bachelorarbeit unterstützt hat, ein großes Dankeschön für Ihre Zeit und Unterstützung aussprechen – unsere gemeinsamen Sprechstunden mussten pandemiebedingt zwar zum allergrößten Teil online stattfinden, was dem gegenseitigen Austausch allerdings keinen Abbruch tat. Herzlichen Dank! 2 Inhalt Kurzfassung und Abstract ............................................................... 5 Kurzfassung ................................................................................................. 5 Abstract ...................................................................................................... 5 Einleitung ....................................................................................... 7 1) Definition und Spielinhalte ....................................................... 14 1.1) Definition eines „historischen Spiels“ .................................................. 14 1.2) Spielinhalte der untersuchten Spiele ................................................... 19 1.2.A) Spielinhalt von Kingdom Come: Deliverance ......................................................... 20 1.2.B) Spielinhalt von Assassin’s Creed II .......................................................................... 23 1.3) Analyse der Spiele anhand der Definition ............................................ 25 1.3.A) Die Bewertung des Settings von Kingdom Come: Deliverance und Assassin’s Creed II ......................................................................................................................................... 26 1.3.B) Einordnung der Charaktere in den untersuchten Spielen ...................................... 27 1.3.C) Die Handlungsorte von Kingdom Come und Assassin’s Creed II ............................ 28 1.3.D) Einordnung der zwei Spiele in „historisch“ und „nicht-historisch“ ....................... 30 2) Wirtschaftliche Analyse und Herausarbeiten des Historischen Anteils ......................................................................................... 33 2.1) Branchenanalyse der Videospielindustrie ............................................ 33 2.1.A) Die Anfänge des Wirtschaftszweigs in der zweiten Hälfte des 20. Jahrhunderts .. 33 2.1.B) Der Aufstieg zum Massenphänomen ..................................................................... 36 2.1.C) Die Videospielindustrie im 21. Jahrhundert ........................................................... 40 2.1.D) Die Spieleentwickler – an den Beispielen Ubisoft und Warhorse Studios ............. 44 2.2) Der aktuelle Zustand der Gamingbranche ........................................... 49 3 2.2.A) Aktuelle Situation des Wirtschaftsbereichs Gaming .............................................. 50 2.2.B) Analyse von Spielerzahlen und einzelnen Märkten ............................................... 53 2.2.C) Das neue Phänomen des „Streaming“ ................................................................... 54 2.2.D) Demographische Darstellung der Spieler ............................................................... 58 2.3) Distribution und historischer Anteil ..................................................... 60 2.3.A) Was ist Steam – Analyse des Angebots .................................................................. 60 2.3.B) Analyse der Nachfragesituation ............................................................................. 64 2.3.C) Statistische Auswertung – welchen Anteil am Gesamtmarkt besitzen „historische Spiele“? ............................................................................................................................. 65 Schlussteil .................................................................................... 70 Literatur ....................................................................................... 75 Anhang: Unterteilung der meistverkauften Globalen Spiele in „historische“ und nicht-historische Spiele ..................................... 83 4 Kurzfassung und Abstract Kurzfassung Ein Großteil der Beschäftigung mit historischen Themen findet heutzutage über das Medium des Videospiels statt. Spieleserien wie Assassin’s Creed 1 oder Total War erreichen Millionen von Menschen und schaffen Begegnung mit historischen Themen. Dieses Thema ist Jedoch nicht nur aus gesellschaftlicher oder pädagogischer Sichtweise interessant, sondern auch aus wirtschaftlicher und wirtschaftshistorischer. Der Gamingmarkt erlebt einen großen Boom, und Videospiele sind inzwischen ein globales Produkt. Diese Arbeit geht der Frage nach, ob es möglich ist, herauszufiltern, wie viele der Spiele als „historische Spiele“ angesehen werden können und ob historische Spiele einen großen Anteil am weltweiten Videospielmarkt einnehmen. Zu diesem Zweck wird zuerst eine Einordnung in historische und nicht-historische Spiele vorgenommen, und anhand von zwei Videospielen als Beispiel – Kingdom Come: Deliverance 2 und Assassin’s Creed II – demonstriert. Anschließend wird nach einem Streifzug durch die Geschichte der Videospielindustrie die aktuelle Situation am Markt dargestellt – welche Umsätze macht die Gaming-Industrie und wer spielt im Jahr 2021 Videospiele. Schließlich wird durch die Analyse von Verkaufszahlen und Statistiken herausgefiltert, welchen Anteil am Gamingmarkt die historischen Spiele haben, und es wird demonstriert, wie wirtschaftlich erfolgreich historische Spiele und Spieleserien und die dahinterstehenden Unternehmen sind. Abstract A great part of today’s interaction with historical topics occurs through the medium of the video game. Game series like Assassin’s Creed or Total War are reaching a far-stretching audience of millions of people around the world, connecting them with history as a subJect. Not only is this a rewarding matter to analyze from a sociological or educational background, 1 In dieser Arbeit auch als AC , Assassin’s Creed II auch als AC II abgekürzt. 2 In dieser Arbeit auch als Kingdome Come , KC: Deliverance oder KC abgekürzt. 5 but also from an economical and historical standpoint. The gaming industry has gone through a gigantic economical boom during the last decades and years, and video games can be viewed as a global product in 2021. This master’s thesis tries to categorize videogames into historical games and non-historical games and is determined to examine how much of the global gaming sales can be attributed to historical games. For this matter, a definition of a “historical game” is proposed, and two games – Assassin’s Creed II and Kingdom Come: Deliverance – are observed and tried to see whether they fit the description. Then, after examining the history of the video game industry beginning with its origins, the current state of the gaming industry and market are pictured – what are the sales figures and who are the current gamers when it comes to demographics. Finally, through analyzing sales data and other statistics, the success of historical games and the companies that produce them is presented. 6 Einleitung Dass mit historischen Themen nicht nur ein regnerischer Nachmittag gefüllt oder eine Schulstunde abgehalten werden kann, sondern dass damit auch Geld verdient wird, ist sicherlich eine gute und beruhigende Nachricht für alle, die im historischen Bereich tätig sein möchten. Allerdings ist in diesem Fall nicht das universitäre Umfeld gemeint, sondern das privatwirtschaftliche – und auch nicht „die“ Geschichte an sich, sondern oft eine fiktive Version davon. Im Bereich der Unterhaltungsindustrie ist nicht erst seit Mel Gibsons „Braveheart“ aus dem Jahr 1995 bekannt, dass sich Menschen für historische Settings und Themen interessieren. Schon viel länger reicht die Tradition zurück, sich mit vergangenen Zeiten künstlerisch auseinanderzusetzen – ein prominentes Beispiel ist die „Ilias“ des griechischen Dichters Homer die ca. ins 8. Jahrhundert vor Christus zurückdatiert wird. Doch nicht nur die Verarbeitung von historischen Themen hat selbst eine lange Tradition, die Menschheit hat es auch verstanden, sich selbst bzw. den Rezipienten in lang vergangene historische Settings zurückzuversetzen – es gibt inzwischen unzählige Filme, Serien und Buchreihen über die Neuzeit und das Mittelalter hin zurück in die Urgeschichte. Es gibt also offenbar eine Nachfrage nach historischen Erlebnissen und Umfeldern, ob fiktiv oder nicht. Da scheint es nur natürlich, dass sich der Markt danach richtet, ein entsprechendes Angebot gegenüberzustellen und den Bedarf zu stillen. In der Film- und Literaturbranche bereits gang und gäbe, erfreuen sich inzwischen nun auch historische Videospiele großer Beliebtheit und generieren millionenschwere Umsätze weltweit, was eine Untersuchung lohnend erscheinen lässt. In Zusammenhang mit Computerspielen und historischen Thematiken stellt sich die gleiche Problematik, die sich für andere Medien wie Bücher, Fernsehen und Internet teilweise schon viel länger ergibt – was davon ist „historisch“, was ist nicht
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