BACHELORARBEIT Öffentliche Bibliotheken Als Orte Des Analogen

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BACHELORARBEIT Öffentliche Bibliotheken Als Orte Des Analogen BACHELORARBEIT Öffentliche Bibliotheken als Orte des analogen Gamings. Handlungsempfehlungen zur Etablierung analoger Spiele. vorgelegt im August 2017 von Hjalte Meyn 1. Prüferin: Prof. Dr. Ute Krauß-Leichert 2. Prüferin: Prof. Christine Gläser HOCHSCHULE FÜR ANGEWANDTE WISSENSCHAFTEN HAMBURG Department Information Studiengang Medien und Information HOCHSCHULE FÜR ANGEWANDTE WISSENSCHAFTEN HAMBURG Hamburg University of Applied Sciences Öffentliche Bibliotheken als Orte des analogen Gamings. Handlungsempfehlungen zur Etablierung analoger Spiele. Bachelorarbeit vorgelegt von Hjalte Meyn Abstract Gaming ist ein Schlagwort für Öffentliche Bibliotheken, da sie sich verstärkt mit diesem Thema beschäftigen. Doch allzu oft wird hierbei nur auf das digitale Gaming geschaut und die analogen Spiele vernachlässigt. Diese bergen jedoch ein großes Potential. Analoge Spiele sind in der heutigen Zeit sehr beliebte Unterhaltungsmedien, die stetig steigende Zuwachszahlen aufweisen. Zudem ist das Feld der analogen Spiele sehr umfassend und bietet eine schier unendliche Vielzahl an Spielen und Spielmöglichkeiten weit ab von klassischen Spielen wie Monopoly. In weiten Teilen der Gesellschaft ist diese enorme Vielfalt jedoch unbekannt, was nur eines von vielen Problemen ist, mit denen die Szene zu kämpfen hat. Als Öffentliche Bibliothek bietet es sich daher an, den Trend aufzugreifen und sich verstärkt mit analogem Gaming zu beschäftigen, um daraus Positives, wie das Erschließen neuer Kundengruppen, zu gewinnen. Gleichzeitig kann daraus auch eine Stärkung der Szene um analoges Gaming erfolgen. Im Rahmen dieser Arbeit werden Handlungsempfehlungen entwickelt, die zur Etablierung analoger Spiele in Öffentlichen Bibliotheken dienen. Begonnen wird damit, drei wichtige Arten des analogen Gamings, die Brett- und Kartenspiele, die Pen and Paper-Rollenspiele und die Tabletop-Spiele, genau vorzustellen. Es folgt eine Betrachtung der heutigen Szene um analoges Gaming, die neben aktuellen Entwicklungen auch auf bestehende Probleme eingeht. Nach einem Blick auf die momentane Lage Öffentlicher Bibliotheken werden hieraus Tätigkeitsfelder abgeleitet, in denen diese aktiv werden können. Diese dienen als Grundlage für die daraus folgenden Handlungsempfehlungen. I Inhaltsverzeichnis Abstract..............................................................................................................................................................S. I Inhaltsverzeichnis..............................................................................................................................................S. II Abbildungsverzeichnis.......................................................................................................................................S. IV Abkürzungsverzeichnis......................................................................................................................................S. IV 1. Einleitung........................................................................................................................................................S. 1 2. Begriffsdefinition...........................................................................................................................................S. 2 2.1. Was ist analoges Gaming?............................................................................................................S. 2 2.2. Was ist ein Gesellschaftsspiel?.....................................................................................................S. 3 3. Arten des analogen Gamings.........................................................................................................................S. 3 3.1. Brett- und Kartenspiele.................................................................................................................S. 4 3.1.1. Geschichte der Brett- und Kartenspiele.......................................................................S. 7 3.2. Pen and Paper-Rollenspiele..........................................................................................................S. 8 3.2.1. Die Funktionsweise eines Pen and Paper-Rollenspiels..............................................S. 9 3.2.2. Arten von Pen and Paper-Rollenspielen....................................................................S. 14 3.2.3. Die Geschichte des Pen and Paper-Rollenspiels........................................................S. 15 3.3. Tabletop........................................................................................................................................S. 17 4. Die Szene des analogen Gamings..................................................................................................................S. 19 4.1. Die Entwicklung der analogen Spiele in der Gesellschaft............................................................S. 19 4.2. Der Markt für analoge Spiele.......................................................................................................S. 21 4.3. Kauforte analoger Spiele..............................................................................................................S. 23 4.3.1. Der klassische Spielwarenhandel...............................................................................S. 23 4.3.2. Fachgeschäfte..............................................................................................................S. 24 4.3.3. Der Onlinehandel........................................................................................................S. 25 4.3.4. Weitere Kauforte ........................................................................................................S. 25 4.4. Spielorte........................................................................................................................................S. 26 4.4.1. Das eigene Zuhause.....................................................................................................S. 26 4.4.2. Bei Mitspielern zu Hause............................................................................................S. 27 4.4.3 Spiel-Vereine................................................................................................................S. 28 4.4.4. In Fachgeschäften.......................................................................................................S. 28 4.4.5. Auf Veranstaltungen ...................................................................................................S. 28 4.4.6. Weitere Treffpunkte ...................................................................................................S. 29 4.4.6.1. Brettspiel-Cafes ........................................................................................S. 29 4.4.6.2. An Hochschulen.........................................................................................S. 30 4.4.6.3. An Schulen ................................................................................................S. 30 4.5. Veranstaltungen zu analogem Gaming.........................................................................................S. 30 4.5.1. Conventions..................................................................................................................S. 31 4.5.2. Messen.........................................................................................................................S. 32 4.5.3. Turniere.......................................................................................................................S. 33 4.6. Auszeichnungen............................................................................................................................S. 33 4.6.1. Die bedeutendsten Auszeichnungen der Szene..........................................................S. 33 4.6.2. Die Bedeutung der Auszeichnungen...........................................................................S. 35 4.7. Die Community um analoges Gaming..........................................................................................S. 36 II 4.8. Ludotheken.....................................................................................................................................S. 37 5. Analoges Gaming und Öffentliche Bibliotheken.............................................................................................S. 38 5.1. Gründe für analoge Spiele in Öffentliche Bibliotheken..................................................................S. 39 5.1.1. Die Öffentliche Bibliothek. Der richtige Ort für analoge Spiele?..................................S. 39 5.1.2. Analoges Gaming als Chance für Öffentliche Bibliotheken .........................................S. 39 5.1.2.1. Die aktuelle Problemlage Öffentlicher Bibliotheken ..................................S. 40 5.1.2.2. Was gewinnt eine Öffentliche Bibliothek durch analoge Spiele?...............S. 41 5.1.3. Öffentliche Bibliotheken als Chance für das analoge Gaming......................................S. 42 5.1.3.1. Die aktuelle Problemlage der Szene um analoges Gaming.........................S. 42 5.1.3.2.Was gewinnt die Szene durch Öffentliche Bibliotheken?............................S. 43 5.2. Die heutige Rolle analoger Spiele in Öffentlichen Bibliotheken....................................................S. 44 5.2.1. Die Rolle in Deutschland und dem deutschsprachigen Raum.....................................S. 44 5.2.2. Die Rolle in den USA ....................................................................................................S. 46 5.3.
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