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Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity
Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity Robyn McMillan, Darshana Jayemanne, Iain Donald School of Design and Informatics, Division of Games and Arts University of Abertay Bell Street, Dundee DD1 1HG +44 1382 308000 [email protected] [email protected] [email protected] ABSTRACT This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We argue that RIGs employ design techniques and strategies of legitimation that are valuable to the reactive development cycles in the indie sector, whilst also being beneficial for academic research and development. Through examining traditional documentary and the concept of Bruzzi’s performative documentary (2006) we highlight how this concept may allow developers to negotiate performativity and authenticity in their videogames. We discuss examples of such games in the realm of indie productions, such as That Dragon, Cancer (2016), This War of Mine (2014), and My Child Lebensborn (2018) and Bury Me, My Love (2017). All of which represent new ground for game design, documentary and journalistic techniques that have influenced our work on the MacMillan project. Keywords Reality Inspired Games, Documentary, Performativity, Indie “Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience from one human to another, so too can games. Due to their interactivity, games are capable of a higher form of communication, one which actively engages the participant and makes them a part of the experience rather than a passive observer” (Brathwaite & Sharp, 2010, p315). -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
19 Video Games in Czech Republic
CZECH VIDEO GAME INDUSTRY PC, CONSOLE AND MOBILE GAME DEVELOPERS IN CZECH REPUBLIC 2019 CZECH VIDEO GAME INDUSTRY PC, CONSOLE AND MOBILE GAME DEVELOPERS IN CZECH REPUBLIC 2019 Institute for Digital Economy This Study was prepared by the Institute for Digital Economy (www.digitalniekonomika.cz) in cooperation with the Czech Game Developers Association (www.gda.cz) with the support of Creative Europe – MEDIA (www.kreativnievropa.cz). Jana Adamcová FOUNDER OF INSTITUTE FOR DIGITAL ECONOMY The founder of the Institute for Digital Economy, the aim of which is to support and develop emerging in- dustries in the Czech Republic. She specializes in the digital economy and cultural and creative industries. A co-author of an extensive study entitled “Potential of digital economy and cultural and creative indust- ries for further development and competitiveness of the Czech Republic”. In 2016, she ranked among “New Europe 100”, the 100 most influential changemakers of the digital economies in Central and Eastern Euro- pe. Since 2018, she has been a lead expert at the Ministry of Culture of the Czech Republic for cultural and creative industries and a guarantor of a new national strategy for support and development of cultural and creative industries. She has extensive experience in policy making and legislation, especially in areas relating to support for research, development and innovation, export support, and economic diplomacy. She co-authored the National RIS3 Strategy and the National Research, Development and Innovation Policy for 2016–2020. Pavel Barák CHAIRMAN OF CZECH GAME DEVELOPERS ASSOCIATION He has been active in the game industry for more than 15 years. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
A Teoria De Aki J¨Arvinen: O Estudo Do Jogo This War Is Mine
SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Culture Track { Full Papers Inclusao˜ do Elemento Cr´ıtica a` Teoria de Aki Jarvinen:¨ o estudo do jogo This War is Mine Lucas Mamede Barbalho∗ Georgia´ da Cruz Pereira† Glaudiney Moreira Mendonc¸a Junior‡ Universidade Federal do Ceara,´ Instituto UFC Virtual, Brasil Figura 1: Logo (esquerda) do Jogo This War of Mine. Fonte: Steam. RESUMO papel do jogo na formac¸ao˜ de seus usuarios,´ alguns alegando que Os jogos eletronicos,ˆ como m´ıdia interativa, temˆ se tornado um sao˜ alienantes e que geram comportamentos violentos em seus jo- meio utilizado por artistas e cr´ıticos para argumentos e reflexoes,˜ gadores, enquanto outros examinam sua capacidade social e cogni- com um historico´ de experimentac¸ao˜ na crescente industria.´ Estu- tiva [5]. Com esses estudos, percebe-se que os jogos deixaram de dos temˆ sido feitos para compreender como o jogo pode ser utili- ser considerados apenas como um passatempo ou entretenimento zado para outros propositos´ alem´ da simples diversao,˜ e como clas- e, atualmente, pesquisas temˆ sido feitas sobre como e o queˆ os jo- sifica-los.´ Para o proposito´ deste trabalho, serao˜ estudados os jogos gadores adquirem para seu acervo cultural com a pratica´ do jogar: cr´ıticos (aqueles que procuram incitar discussoes˜ a respeito de de- [4, 11, 13]. Os jogos digitais vemˆ proporcionando cr´ıticas e reflexoes˜ [4]. terminado assunto) a fim de descobrir como passam argumentos ou 1 reflexoes˜ atraves´ de seus elementos de design. Como objeto de es- Plataformas como o Games for Change temˆ como objetivo reu- tudo e analise,´ foi escolhido o premiado jogo This War of Mine (por nir e divulgar os chamados Critical Games (Jogos Cr´ıticos) que, seu sucesso de cr´ıtica e venda) para ilustrar os objetivos deste tra- como a propria´ plataforma afirma, engajam problemas sociais con- balho. -
Handbuch Gameskultur Warum Games Teil Der Kultur Familie Sind Olaf Zimmermann & Felix Falk
HAND HERAUSGEBER: OLAF ZIMMERMANN UND FELIX FALK BUCH GAMES KULTUR ÜBER DIE KULTURWELTEN VON GAMES HAND BUCH GAMES KULTUR HAND BUCH GAMES KULTUR HERAUSGEBER: OLAF ZIMMERMANN UND FELIX FALK INHALT INTRO GRUNDLAGEN WARUM GAMES 1.1 SPIELEN 023 TEIL DER KULTUR JENS JUNGE FAMILIE SIND 009 1.2 GAME STUDIES 029 OLAF ZIMMERMANN & GUNDOLF S. FREYERMUTH FELIX FALK 1.3 GAMEBEGRIFFE 034 TUTORIAL 012 JOCHEN KOUBEK CHRISTIAN HUBERTS & FELIX ZIMMERMANN 1.4 GESCHICHTE 039 NICO NOLDEN 1.5 SCHNITTSTELLEN 046 TIMO SCHEMERREINHARD 1.6 ERSTE SCHRITTE 049 DANIEL HEINZ & TORBEN KOHRING 1.7 KANON 053 ÇIĞDEM UZUNOĞLU & DAS TEAM DER STIFTUNG DIGITALE SPIELEKULTUR 002 —— 003 KUNST & KULTUR VERMITTLUNG 2.1 BILDENDE KUNST 063 3.1 SERIOUS GAMES 105 STEPHAN SCHWINGELER STEFAN GÖBEL 2.2 THEATER 069 3.2 ERINNERUNGS 110 JAN FISCHER KULTUR EUGEN PFISTER & 2.3 LITERATUR 074 FELIX ZIMMERMANN LENA FALKENHAGEN 3.3 SOZIALADÄQUANZ 116 2.4 FILM & SERIE 080 JÖRG FRIEDRICH ANDREAS RAUSCHER 3.4 KULTURARCHIVE 120 2.5 MUSIK 085 SEBASTIAN MÖRING MELANIE FRITSCH 3.5 BEWAHRUNG 125 2.6 GEWALT 091 ANDREAS LANGE JÖRG VON BRINCKEN 3.6 MUSEUM 131 2.7 ÄSTHETIK 097 LINDA PFISTER, CELINA RETZ, DANIEL MARTIN FEIGE SUSANNE GRUBE, ULRICH SCHMID & SABIHA GHELLAL 3.7 JOURNALISMUS 136 MICHAEL GRAF INHALT GEMEINSCHAFT DEBATTEN 4.1 COMMUNITYS 145 5.1 KULTURPOLITIK 177 BENJAMIN STROBEL OLAF ZIMMERMANN 4.2 LET’S PLAY 151 5.2 FÖRDERUNG 182 & STREAMING FELIX FALK VERA MARIE RODEWALD 5.3 GEFÄHRLICHE 186 4.3 COSPLAY 156 MEDIEN KAREN HEINRICH MARTIN ANDREE 4.4 MODDING 160 5.4 KILLERSPIELE 193 STEFAN KÖHLER ANDREAS GARBE 4.5 ESPORT 165 5.5 JUGENDSCHUTZ 199 MARKUS BREUER & MARTIN LORBER DANIEL GÖRLICH 5.6 DIVERSITÄT 203 4.6 EVENTS 171 NINA KIEL THORSTEN S. -
Initial Research & Analysis Report
Output 1: Initial Research & Analysis Report 1 Higher-ed Programmes for Careers in Game Design & Development (2019–2022) Credits GAMEHIGHED* * Higher-ed Programmes for Careers in Game Design & Development (2019–2022) GAMEHIGHED connects four universities and a game industry association in a 3-year project to develop innovative teaching programmes, open edu-resources [OER] and recommendations for higher education leading to game dev careers. Funded under Erasmus+, this is a Strategic Partnership with five Partners: Kazimierz Wielki University in Bydgoszcz, Poland (Coordinator) University of Jyvaskyla, Finland Charles University, Czechia Bahcesehir University, Turkey Czech Game Developers Association 2 Cover and layout design by İpek Torun. https://gamehighed.ukw.edu.pl/ With the support of the Erasmus+ Programme of the European Union Preface Games are changing and so do the players, and I'm not just talking about the gamer profiles. Production pipelines, monetization meth- ods, user interfaces, controller devices: all components of the game industry are changing rapidly, influenced by many different things like technological developments, social media trends, shifting hu- man psyche and so on. Game design and development education must definitely sync with the flow and adapt to the expectations of various stakeholders. This first output of "Higher-ed Programmes for Careers in Game Design & Development aka GAMEHIGHED" Erasmus+ project fo- cuses on the game education adventures of four countries (Poland, Finland, Czechia and Turkey), outlining their constraints and advan- tages as well as the specific needs and expectations of the host institutions. The GAMEHIGHED journey started with actual jour- neys as study visits to game universities and game scenes in İstan- 3 bul (BAU), Prague (CU + GDACZ), Jyväskylä (JYU) and Bydgoszcz (UKW). -
Shamdani Sara 2020 Phd.Pdf (3.001Mb)
AFFECT & PLAY: SOCIO-POLITICAL VIDEOGAMES AS A SITE OF FELT- KNOWLEDGE PRODUCTION SARA SHAMDANI A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSPHY GRADUATE PROGRAM IN SOCIAL AND POLITICAL THOUGHT YORK UNIVERSITY TORONTO, ONTARIO NOVEMBER 2020 ©Sara Shamdani, 2020 ii Abstract Videogames are affective networks, made up of organic and in-organic matters that come to create a space, where the player learns through doing and watching herself do. For decades, videogames researchers and players have discussed the myriad of ways in which videogames carry enormous pedagogical potentials through their procedures and the creation of a space of play that immerses the player in those procedures and the story of the game. This dissertation builds on this body of knowledge by bringing together the different understandings of affect and affective capacities to further examine the pedagogical potentials of socio-political games through the creation of a felt-knowledge-producing assemblage. I argue this felt knowledge is achieved through the processes of acting in the space of play, watching that action while it takes place, and then engaging with the consequences of the said action. The socio-political videogames curated for the purposes of this research are primarily from the perspectives of civilians living in a warzone, engaging in revolutionary efforts, or civilians who are forced to cross borders as refugees and immigrants as a result of chaos and violence of their homelands. I examine the affective capacities of the space of play through the works of D. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Polish Game Industry
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
Studie Herní Průmysl 2020
ČESKÉ POČÍTAČOVÉ HRY VÝVOJÁŘI POČÍTAČOVÝCH, KONZOLOVÝCH A MOBILNÍCH HER V ČESKÉ REPUBLICE V ROCE 2020 ČESKÉ POČÍTAČOVÉ HRY VÝVOJÁŘI POČÍTAČOVÝCH, KONZOLOVÝCH A MOBILNÍCH HER V ČESKÉ REPUBLICE V ROCE 2020 Studii pro rok 2019 zpracoval Institut pro digitální ekonomiku (www.digital- niekonomika.cz) ve spolupráci s Asociací českých herních vývojářů (www. gda.cz) za podpory kanceláře Kreativní Evropa – MEDIA (www.kreativnievro- pa.cz). Aktualizaci pro rok 2020 zpracovala Asociace českých herních vývo- jářů ve spolupráci s advokátní kanceláří KROUPAHELÁN (www.kroupahelan. cz), která zajistila sběr dat. ASOCIACE ČESKÝCH HERNÍCH VÝVOJÁŘŮ Asociace českých herních vývojářů (GDACZ) sdružuje subjekty, jejichž primárním zaměřením je tvorba digitálních her. Mezi její členy patří největší a nejúspěšnější studia v herním prů- myslu, stejně jako začínající společnosti. Asociace usiluje nejen o ochranu a prosazování zájmů svých členů, zasazuje se také o moni- torování průmyslového odvětví her v ČR, pomáhá realizovat projekty prospěšné pro českou herní scénu a pracuje na zlepšování podmínek pro vývoj her v ČR jednáním s vládními resorty vzdělávání, průmyslu a obchodu, kultury a zahraničí. KROUPAHELÁN KROUPAHELÁN je sice advokátní kancelář, ale klasické advokáty z devadesátek u nich nehledejte. Srozumitelní, otevření, nelhostejní, trochu blázniví. Autoři AAA video hry ne vždy dostupné na www.videogamelaw.cz. Plánují změnit českou advokacii. Potkáte je na LinkedIn nebo U Čápa. Autoři Pavel Barák PŘEDSEDA ASOCIACE ČESKÝCH HERNÍCH VÝVOJÁŘŮ Jana Adamcová ZAKLADATELKA