„KRIEG MIT SOVIEL SPASS“ Kinder Verlieren Sich Auf Einem Virtuellen Spielplatz Voller Videos Und Elektronik, Eltern Stehen Ratlos Vor Dieser Fremden Wunderwelt

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„KRIEG MIT SOVIEL SPASS“ Kinder Verlieren Sich Auf Einem Virtuellen Spielplatz Voller Videos Und Elektronik, Eltern Stehen Ratlos Vor Dieser Fremden Wunderwelt Multimedia „KRIEG MIT SOVIEL SPASS“ Kinder verlieren sich auf einem virtuellen Spielplatz voller Videos und Elektronik, Eltern stehen ratlos vor dieser fremden Wunderwelt. Die Kleinen drohen traditionelles Spielen zu verlernen, immer neue Attraktionen werden in die Kinderzimmer gedrückt – ein Milliardenmarkt, größer als die ganze Traumfabrik von Hollywood. in sonniger Samstag Ende November, für die Bürger Evon Tokio vielleicht der letzte schöne Tag in diesem Spätherbst: 20 Grad, eine laue Brise weht, und sogar die Luft in der japanischen Mega-Me- tropole ist fast klar und abgas- frei. Der Einkauf ist erledigt, und Vater muß diesen Samstag nicht ins Büro. Die Zeiten sind schlecht, da sind japanische Unternehmen jedem Ange- stellten dankbar, der keine Überstunden macht. Doch statt in den Park, viel- leicht ins Schwimmbad oder zum Baseball-Spiel wollen die Kinder in die Hafenstadt Yo- kohama – gut zwei Stunden Fahrt. Dort steht das Wunsch- ziel von Sohn, 12, und Toch- ter, 9: der Vergnügungspalast Joypolis. Joypolis, die Freudenstadt, ist ein dreistöckiger Betonka- sten, der durch große Neon- schilder und Pappfiguren an der Fassade noch häßlicher wirkt. Umgeben von einem In- dustriegebiet, zwei breiten Verkehrsstraßen samt McDo- Kinderspiele um 1840*: Räuber und Gendarm oder Suche nach imaginären Schätzen nald’s-Filiale und Spaghetti- Restaurant („Jolly-Pasta“) sowie zwei mal rund 15 Mark fällig. Gut 200 Mark Videospiele, bis der Magen das Junk- großen Parkplätzen, ist Joypolis der er- wird die Familie heute nachmittag in Food wieder hergibt. ste „ausgewachsene High-Tech-Ver- drei Stunden ausgeben. Warum kommen Familien, Teen- gnügungspark der Welt“, loben sich Der Weg ins Innere führt durch eine ager, Angestellte an diesem sonnigen die Erbauer. 20 Meter lange Spiegelkabinett-Röhre, Tag in die keimfreie Comicwelt? „Hier In der Worthülse steckt eine un- die mit grellen Monitoren und anhalten- ist es niemals heiß, nie kalt, und es glaubliche Idee. Joypolis, erdacht, fi- dem Techno-Lärm jedem Erwachsenen regnet auch nie“, sagt eine Studentin. nanziert und gebaut vom japanischen die Orientierung nimmt. Joypolis biete eine Abwechslung, mal Videospiele-Konzern Sega, soll die Zu- Joypolis ist der ewige Kindergeburts- raus aus dem Alltag zu kommen, mei- kunft der Unterhaltung einläuten: Vor- tag: Neonlicht, Rummelattraktionen nen andere Besucher. „In Disneyland bild für den virtuellen Spielplatz von aus Aluminium und Sperrholz, dazu das war ich schon mal, hier ist viel mehr morgen. Geschrei der Animateure, jede freie Ek- High-Tech, das gefällt uns besser“, er- Die Kleinfamilie trottet über den ke ist mit Videoautomaten verstellt, de- klärt ein Familienvater in der Schlange Betonplatz zum Eingang, in den Bo- ren quälende Pfeifmelodien den Besu- beim Essenholen. den sind ein paar goldene Sterne mit chern keine Chance zum Ausruhen las- Solches Lob wird Hayao Nakayama, den Namen der Joypolis-Attraktionen sen. Fritten, Cola, Hamburger und dazu 62, freuen. Der Sega-Chef plant, sein eingelassen. Der Eintritt ins virtuelle Videospiele-Unternehmen zur Walt Xanadu ist teuer: 30 Mark kosten vier * Darstellung aus einem Nürnberger Lehr- und Disney Company des 21. Jahrhunderts Tickets, für jede Attraktion sind noch Bilderbuch. zu machen – elektronisches Entertain- 64 DER SPIEGEL 50/1994 . GESELLSCHAFT ment überall und jederzeit: „Wir ha- nen und Abermillionen Spiele losge- globalen Mannschaftssport, an dem jeder ben Disney im Visier.“ schlagen. Der Gameboy ging in selbst teilnehmen kann. Nakayama will Primus einer Zu- Deutschland seit 1990 mehr als viermil- Wenn die Kleinfamilien trotzdem noch kunftsindustrie werden, die schon lionenmal über die Ladentheken. zum Freizeitvergnügen das Haus verlas- jetzt große Teile des Lebens verein- An der Ausstattung des elektroni- sen, locken bald interaktive Spielfilme in nahmt und ständig mehr Freizeit der schen Kinderzimmers werden Milliar- kleinstadtgroßen Multiplex-Anlagen, meist jugendlichen Konsumenten ver- densummen verdient. Voriges Jahr ha- projiziert auf haushohe Leinwände. Wer schlingt. ben Sega und Nintendo weltweit Geräte bei aller Berieselung noch ein wenig Be- Kinder und Schüler auf der ganzen und Spiele im Wert von 40 Milliarden wegung braucht, soll die virtuellen Ver- Welt daddeln am Gameboy, und ame- Mark verkauft. Und ein einziger Hit, et- gnügungsparks besuchen. Deren Cyber- rikanische Kids, mal wieder Avant- wa das Prügelspiel „Mortal Kombat“, Attraktionen gaukeln eine Wirklichkeit garde gesellschaftlicher Trends, ver- bringt schon so viel Geld wie der Er- vor, die natürlich spannender, bunter, bringen schon heute mehr Zeit in ihrer folgsfilm „Forrest Gump“. aufregender ist als die reale Arbeitslosig- persönlichen Elektroniksphäre (Video- Und das ist erst der Anfang. Während keit oder der graue Routine-Job. spiele, Fernsehen, Radio, CDs) als mit sich kindliches Spielen verändert, wäh- Die virtuelle Wunderwelt wird zu ei- Freunden oder in der Schule, ermittel- rend ratlose Eltern die Freizeitvergnü- nem der wichtigsten Industriezweige der C. PARSONS Kinderspiele 1994*: Keimfreie Comicwelt mit immer neuen Cyber-Attraktionen te das Forschungsinstitut Nielsen Media gungen ihrer Sprößlinge nicht mehr ver- westlichen Nationen. Allein in Deutsch- Research. stehen, erfindet die Bewußtseinsindu- land, schätzt Jürgen Goeldner, Chef Auch in Deutschland schreitet die strie immer neue Technologien. des Verbandes Unterhaltungssoftware elektronische Aufrüstung des Kinder- Teenies und junge Erwachsene wer- Deutschland, wird mit Entertainment- zimmers stetig voran. Etwa 60 Prozent den bald mit digitalen Filmen einge- Programmen im Jahr 2000 mehr Geld der Grundschulkinder besitzen einen deckt – einer verrückten Mischung aus verdient als mit den Fabriken der Auto- Walkman, rund ein Drittel hat einen ei- Videospiel und Hollywood-Movie. mobilhersteller. Die Los Angeles Times genen Fernseher und jeder siebte sogar Nicht einmal ins Kaufhaus oder in den taxierte diesen Zukunftsmarkt zur Jahr- einen Videorecorder für sich. Medienmarkt müssen die Kunden künf- tausendwende auf 3,5 Billionen Dollar. Hinzu kommen Millionen von Bild- tig noch gehen: Per Datennetz kommen Eine Allianz aus Elektronikfirmen, schirmspielgeräten: Gameboys mit klei- die Spiele in den Haushalt. Medienmultis und Videospiele-Unter- nen Displays, dazu Videospiele auf Spe- Die Infobahn, Nabelschnur der ent- nehmen konzipiert gerade das globale zialcomputern (Konsolen), die mit dem stehenden digitalisierten Gesellschaft, Vergnügungsutopia. Marktführer Nin- Fernseher verbunden werden, und Per- soll komplexe Unterhaltungssimulatio- tendo wird in Deutschland dieses Jahr sonalcomputer. nen möglich machen. Dabei können 50 Millionen Mark für Werbung ausge- Die Branchengrößten Nintendo und auch Menschen aus verschiedenen Städ- ben – das waren allein im November Sega haben in den letzten Jahren Millio- ten oder Ländern gegeneinander und 1066 TV-Spots für zarte Kinderseelen. miteinander spielen – die Expeditionen Gegen die digitalen Zeitdiebe ist je- * Im Vergnügungspark Joypolis in Yokohama. des Raumschiffs Enterprise werden zum der Widerstand zwecklos: „Welcome to DER SPIEGEL 50/1994 65 the next level“ („Willkommen auf der Daß Kinder oft stundenlang wie hyp- nächsten Stufe“) – der Sega-Werbe- notisiert auf Display oder Bildschirm spruch ist Drohung und Versprechen zu- starren, liegt am stetigen und schnellen gleich für das 21. Jahrhundert. Wechsel von Frustration und Erfolg in Was sollen Eltern dieser geballten den meisten Computerspielen. Der Macht schon entgegensetzen? Mit Hal- Ausstieg fällt den Jugendlichen deshalb ma und Mensch-ärgere-dich-nicht ist oft schwer. „Ich will immer weiter spie- schlecht anzukommen gegen das bunte len, ich will ans Ziel kommen, wo nichts Abenteuer-Universum der elektroni- mehr zu lösen ist“, erzählt eine 16 Jahre schen Revolution. Millionen Kinder alte Kölner Schülerin. sind der Faszination der flirrenden neu- Nach einer bisher unveröffentlichten en Spielewelt erlegen, in der sie unter Studie der Fachhochschule Köln ma- sich bleiben: Eltern und Erzieher kön- chen die meisten Kinder erste Erfahrun- nen die Programme oft nicht einmal gen mit Bildschirmspielen, wenn sie zwi- starten, mit denen Jungen und Mädchen schen 7 und 10 Jahre alt sind. Im Alter ihre Zeit verschwenden. zwischen 10 und 14 liegt die intensivste Weihnachtliche Wunschzettel mit den Spielphase. „Manchmal spiele ich auch Begriffen „Donkey Kong“, „Virtua Ra- eine Nacht durch, ohne daß es meine El- cer“ oder „Mortal Kombat“ sind vielen tern merken“, berichtet ein 16 Jahre al- Eltern ein Rätsel. Sie begreifen die ter Schüler aus Hamburg. Lern- und Spielewelt ihrer Kinder nicht Welche Spiele bei den Kids ankom- mehr oder wollen sie, befangen in Be- men, hängt stark davon ab, wie sie ler- rührungsangst vor der vermutlich kom- plizierten Technik, nicht begreifen. Anderen kommt die Spielewelt zu- „Nur rumballern! paß. Die Kinder sind, solange sie vor Kinder und dem Monitor hängen, pflegeleicht, ma- chen sich nicht schmutzig und stören die alles mögliche abknallen“ Ordnung nicht: Das elektronische Spiel- zeug wird zum billigen Kindermädchen. nen und aufwachsen (siehe auch Kasten Der Dortmunder Erziehungswissen- Seite 71). „Die Lebenssituation“, sagt schaftler Rainer Korte: „Eltern, die vor Experte Fritz, „hat große Bedeutung dem Fernseher durch die Programme bei der Auswahl der Spiele.“ zappen, werden ihre Kinder schwer da- Kinder, die sich entfalten können und zu erziehen können, kritisch mit derarti- gefördert werden, entscheiden sich häu- gen Medien umzugehen.“
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