Den Digitale Leg – Om Børn Og Computerspil

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Den Digitale Leg – Om Børn Og Computerspil DEND ENDIGITALE DIGITALE LEG – OM BØRN OG COMPUTERSPIL LEG – om børn og computerspil Af Simon Egenfeldt-Nielsen og Jonas Heide Smith - Side 1 af 142 - www.autofire.dk/dendigitaleleg DEN DIGITALE LEG – OM BØRN OG COMPUTERSPIL Den digitale Leg udkom i 2000 på Hans Reitzels Forlag. Denne fil indeholder hele bogens tekst med følgende undtagelser: Skærmbilleder og fotografier. Der er foretaget enkelte minimale ændringer i teksten i forhold til originalen. Denne fils sidetal stemmer ikke overens med originalens. Forfatterne kan kontaktes på disse adresser: Simon Egenfeldt-Nielsen ([email protected]) Jonas Heide Smith ([email protected]) Denne version: 06-05-2004 Bogens website: www.autofire.dk/dendigitaleleg Køb bogen for 150 kr. inkl. porto via www.autofire.dk/dendigitaleleg/hovedsider/bestil.htm Dette værk er offentliggjort under en Creative Commons-licens: This work is licensed under the Creative Commons Attribution-NoDerivs- NonCommercial License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nd-nc/1.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. - Side 2 af 142 - www.autofire.dk/dendigitaleleg DEN DIGITALE LEG – OM BØRN OG COMPUTERSPIL Forord ................................................................................................... 5 Indledning ............................................................................................ 6 Computerspil og viden ........................................................................................... 7 Bogens indhold....................................................................................................... 9 Bogens metode....................................................................................10 Det kompetente mediebarn.................................................................13 Computerbrug........................................................................................................14 Perspektiver og kompetencer................................................................................17 Kapitel 1: Computerspillene „i sig selv“..............................................19 Hvad er et computerspil? ..................................................................................... 20 Begreber.................................................................................................................21 Computerspil og genrer...................................................................... 23 Computerspillets historie ..................................................................................... 26 Begyndelsen ....................................................................................................................... 27 1970’erne............................................................................................................................ 30 1980’erne............................................................................................................................ 33 1990’erne............................................................................................................................ 37 Computerspil, medier og interaktivitet.............................................. 44 Er computerspil voldelige?................................................................................... 48 Er computerspil drengeleg? ................................................................................. 49 Computeren og kønnet......................................................................................... 50 Hvorfor er der ingen pigespil?...............................................................................51 Jagten på pigespillet ............................................................................................. 52 Kapitel 2 : Den offentlige mening ................................................... 54 Firkantede øjne..................................................................................................... 62 Kapitel 3: Effekten og individet.......................................................... 65 Den glemte industri.............................................................................................. 65 De voldelige spils dominans................................................................................. 67 Ud af halvmørket .............................................................................................................. 68 Computerspillene rykker ind i hjemmet......................................................................... 71 Wonderboy in Monsterland – spillene og den yngre barndom .................................. 71 Half-life – Den mellemste barndom og det sociale...................................................... 74 Age of Empires – Ungdomsårene .................................................................................. 78 Unreal – de 18-27-årige.................................................................................................... 79 Er computerspil afhængighedskabende?........................................................................ 81 Truslen mod det sociale barn .......................................................................................... 83 Computerspil og risici....................................................................................................... 85 Kapitel 4: Leg, computerspil og fællesskaber .................................... 88 Legens historie...................................................................................................... 89 Legens idealisering............................................................................................... 93 Den ukorrekte leg og krigslegetøjet................................................................................ 95 - Side 3 af 142 - www.autofire.dk/dendigitaleleg DEN DIGITALE LEG – OM BØRN OG COMPUTERSPIL Fiktion og virkelighed .......................................................................................... 97 Legeforskningen..................................................................................................100 Grundlæggende er leg jo …?...............................................................................103 Eventyret, døden og livets regler......................................................................... 115 Actionspil ......................................................................................................................... 115 Adventurespil................................................................................................................... 116 Simulationsspil................................................................................................................. 117 Strategispil........................................................................................................................ 118 Mellem leg og læring...........................................................................................120 Kapitel 5: Menneske og maskine ......................................................122 Vindere og tabere.................................................................................................125 På grænsen til det virtuelle ..................................................................................126 Ordforklaring.....................................................................................128 Litteratur............................................................................................134 - Side 4 af 142 - www.autofire.dk/dendigitaleleg DEN DIGITALE LEG – OM BØRN OG COMPUTERSPIL FORORD Denne bog handler om computerspil. Det er der ikke mange bøger der gør, hverken på dansk eller andre sprog. Emnet er ellers væsentligt nok. Den industri, der lever af at fremstille og distribuere computerspil, eller når det skal være fint: interaktiv underholdning, har det på verdensplan rigtig godt. Faktisk går det så godt at det kun kan undre at spillene har opnået så ringe kulturpolitisk interesse som det er tilfældet. En slags debat om computerspil opstår næsten udelukkende som følge af moralsk panik og akkompagneret af billeder fra særligt voldelige spil. Disse spil er ikke enlige svaler, men kan heller ikke siges at repræsentere spillenes bredde og potentiale. Som entusiastiske computerspillere med både personlig og videnskabelig interesse i emnet har vi udvalgt en række vinkler på et emne, der ellers ikke får så megen ‘seriøs’ opmærksomhed. Vi har gjort dette med særlig opmærksomhed på de sider af fænomenet som kan tænkes at have interesse for læsere som måske aldrig har sat deres ben på en netcafé eller prøvet kræfter med Dooms monstre. Med samme læser for øje har vi forsøgt at rense ud i den ofte noget indforståede jargon, der omgærder spillene. Ord hvis betydning kræver en forklaring er, første gang de optræder, markeret med en * og forklaret bag i bogen. Trods spillenes relativt korte historie hersker der stor uenighed om helt basale detaljer i deres historie. Flere kilder har måttet læses temmelig kritisk, men vi har gjort vores yderste for at kunne præsentere en så præcis fremstilling som muligt. For forbedringsforslag samt påpegning af fejl og mangler skylder vi stor tak til: Sidsel Hæggelin, Marie Louise Bossow, Søren Friis Smith, Anne Marie Asmussen, Fin Egenfeldt-Nielsen, Vibeke Nørgaard og Dorte Ipsen. Eventuelle fejl står dog helt for forfatternes egen regning. Litteraturhenvisninger, hyperlinks og supplerende vinkler på bogens emne kan
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