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11592933.Pdf View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OTHES MAGISTERARBEIT Die Auswirkungen von Gewaltdarstellungen in Computerspielen auf deren Rezipienten. Eine Aktualisierung des Forschungsstandes unter der besonderen Berücksichtigung auf Jugendschutz und Alterseinstufungsverfahren. Verfasser Niklas Seitz, Bakk.phil. angestrebter akademischer Grad Mag.phil. Wien, im September 2010 Studienkennzahl lt. Studienblatt: A066 841 Studienrichtung lt. Studienblatt: Publizistik- und Kommunikationswissenschaft Betreuer: Ing. Mag. rer. soc. oec. Dr. phil. Klaus Lojka Hiermit bestätige ich, die vorliegende Arbeit eigenständig verfasst zu haben und entsprechend der Richtlinien redlichen wissenschaftlichen Arbeitens der Universität Wien (veröffentlicht im Mitteilungsblatt vom 31.1.2006) sorgfältig überprüft zu haben. Diese Arbeit wurde nicht bereits in anderen Lehrveranstaltungen von mir oder anderen zur Erlangung eines Leistungsnachweises vorgelegt. Datum Unterschrift …............................... …...................................... Anmerkung: Aufgrund der besseren Lesbarkeit wird auf die geschlechtsspezifische Formulierung der Sprache verzichtet, zumal in der Regel von „den Computerspielern“ gesprochen wird, die in der Mehrzahl (immer noch) männlichen Geschlechts sind. Es sei jedoch an dieser Stelle angemerkt, dass mit allen männlichen Bezeichnungen auch die weibliche Person gemeint ist. Danksagung Allen voran möchte ich natürlich meiner Mutter danken, mit deren Unterstützung ich erst in der Lage war mein Studium durchzuführen. Außerdem danke ich ihr und ihrer Kollegin Frau Bodenbrunner auch für das Lesen der vorliegenden Arbeit! Ich danke auch meinen Freunden Frances, Georg, Julie, Martin, und Vera die mir mit Rat und Tat zur Seite gestanden sind und allen die Geduld mit mir hatten. In diesem Sinne gilt besonderer Dank meiner Freundin Bernadette, die mich auch in schwierigen Phasen ertragen hat! Des Weiteren danke ich auch meinen Interviewpartnern Herbert Rosenstingl und Michael Wagner, die sich Zeit für meine Fragen genommen haben und mir darüber hinaus äußerst freundlich begegnet sind! I have killed monsters in PacMan. But I have never killed a monster in real live. Not because there are no monsters. There are no guns. Not in my life. (Jana Herwig: Games don´t kill – Guns do!) Inhaltsverzeichnis 1. Einleitung – Problemstellung ............................................................................................13 1.1 Inhalt, Fragestellungen und Hypothesen ........................................................................17 1.1.1 Themenblock 1 ........................................................................................................17 1.1.2 Themenblock 2 ........................................................................................................18 1.1.3 Themenblock 3 ........................................................................................................19 1.2 Vorstellung der Interviewpartner ...................................................................................20 2. Themenblock 1....................................................................................................................21 2.1 Das Computerspiel .........................................................................................................21 2.1.1 Die Geschichte der Hardware..................................................................................22 2.1.2 Demographie ...........................................................................................................24 2.1.3 Spielgenres ..............................................................................................................24 2.1.4 Casual Game............................................................................................................28 2.1.5 Hardcore Game........................................................................................................29 2.1.6 Publisher..................................................................................................................29 2.2 Computerspiele im öffentlichen Diskurs........................................................................29 2.2.1 Das „Killerspiel“......................................................................................................29 2.2.2 Deutsche Politiker gegen „Killerspiele“ – Die „Killerspieldebatte“.......................31 2.2.3 Debatte in Österreich? .............................................................................................34 2.2.4 Das US Militär und Computerspiele .......................................................................35 2.2.5 Call of Duty - Modern Warfare 2 der Tabubruch:...................................................38 2.3 Theorie............................................................................................................................41 2.3.1 Game Studies...........................................................................................................42 2.3.2 Gewalt und Aggression ...........................................................................................42 2.3.3 Hypothesen zum Ursprung von Aggressionen des Menschen: ...............................43 2.4 Klassische Ansätze: ........................................................................................................46 2.4.1 Die Kartharsisthese:.................................................................................................46 2.4.2 Die Habitualisierungsthese......................................................................................48 2.4.3 Das Transfermodell .................................................................................................50 2.4.4 Die Lerntheorie........................................................................................................51 2.4.5 Priming Konzepte....................................................................................................54 2.4.6 Die Skript Theorie ...................................................................................................54 2.4.7 Das General Affective Aggression Model (GAAM)...............................................55 2.5 Studien............................................................................................................................58 2.5.1 Studien, die einen Zusammenhang zwischen violenten Spieleinhalten und gesteigerter feindseliger Emotionen und Wahrnehmungen untersuchten ........................59 2.5.2 Studien, die ein mögliches aggressions- steigerndes Verhalten von Computerspielen untersuchten .........................................................................................62 2.5.3 Studien, die sich mit Langzeitwirkungen von gewalthältigen Computerspielen befassten ...........................................................................................................................64 2.6 Nachbetrachtung.............................................................................................................66 2.6.1 Kritik an den Methoden der Studien .......................................................................66 2.6.2 Die Frage nach der Motivation................................................................................71 2.6.3 Warum Gewalt?.......................................................................................................71 2.6.4 Die Frage nach der Empathieherabsetzung .............................................................74 2.6.5 Das „High Risk Player“ Konzept ............................................................................77 2.6.6 Keine unmittelbare Gefahr ......................................................................................78 2.6.7 Die Verantwortung der Eltern .................................................................................80 2.7 Beantwortung der Fragen und Hypothesen Teil 1..........................................................83 3. Themeblock 2......................................................................................................................87 3.1 Warum es wichtig ist Alterseinstufungen durchzuführen ..............................................89 3.2 Jugendschutz in Österreich ............................................................................................ 90 3.3 Jugendschutz in Deutschland......................................................................................... 92 3.4 Die USK......................................................................................................................... 94 3.4.1 Die Plaketten der USK............................................................................................ 95 3.4.2 Prüfvorgang:............................................................................................................ 97 3.4.3 Die USK in Österreich ............................................................................................ 99 3.4.4 Statistik und Jahresbilanzen der USK..................................................................... 99 3.4.5 Kritik an der USK: ................................................................................................ 103 3.5 Die BPjM ..................................................................................................................... 104 3.5.1 Das Indizierungsverfahren .................................................................................... 105 3.5.2 Statistik
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