Der Angebotsmarkt Digitaler Spiele Für Jugendliche in Öffentlichen Bibliotheken

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Der Angebotsmarkt Digitaler Spiele Für Jugendliche in Öffentlichen Bibliotheken Daniel Crönertz Der Angebotsmarkt digitaler Spiele für Jugendliche in Öffentlichen Bibliotheken HTWK Leipzig Wiborada online – Leipziger Schriften zur Bibliotheks- und Informationswissenschaft Herausgegeben vom Studiengang Bibliotheks- und Informationswissenschaft der Hochschule für Technik, Wirtschaft und Kultur Leipzig Band 2 Daniel Crönertz Der Angebotsmarkt digitaler Spiele für Jugendliche in Öffentlichen Bibliotheken herausgegeben von Kerstin Keller-Loibl Wiborada online • Leipzig • 2011 Wiborada online – Leipziger Arbeiten zur Bibliotheks- und Informationswissenschaft ISSN 2192-6778 Der Angebotsmarkt Digitaler Spiele für Jugendliche in öffentlichen Bibliotheken Diplomarbeit: an der Hochschule für Technik Wirtschaft und Kultur Leipzig Fakultät Medien Studiengang Bibliotheks- und Informationswissenschaft vorgelegt von Daniel Crönertz Betreuerin: Prof. Dr. phil. Kerstin Keller-Loibl Leipzig 18.11.2010 letzte Bearbeitung am 26.05.2011 Referateblatt II Referateblatt Crönertz, Daniel: Der Angebotsmarkt Digitaler Spiele für Jugendliche in öffentlichen Bibliotheken / Daniel Crönertz. - 2010. - 137 Bl.: graph. Darst. Leipzig, Hochschule für Technik, Wirtschaft und Kultur, Diplomarbeit 2010 Abstract In der Diplomarbeit wird der Angebotsmarkt digitaler Spiele des Jahres 2009, im Besonderen für die Altersgruppe der Jugendlichen, strukturiert abgebildet. Dazu sollen zu Beginn die Begriffsbestimmung für „Jugendliche“ aus juristischer, entwick- lungspsychologischer, persönlichkeitspsychologischer und soziologischer Sicht sowie dem Spieleverhalten der Altersgruppe nach der JIM-Studie (Jugend, Information (Multi-)Media) 2009 vorgenommen werden. Anschließend wird der Angebotsmarkt anhand der Kategorisierung nach Plattformen wie PC, Konsolen und Handhelds und Genres beschrieben. Mithilfe von erfassten Daten der USK-Da- tenbank sind dabei Spiele (bis auf einige Ausnahmen), welche von der USK geprüft wurden, tabellarisch gelistet und werden für statistische Auswertungen genutzt. Anhand dieser Erfas- sungen wird u.a. belegt, wie hoch der „geeignete“ Anteil an Spielen des Jahres 2009 für Ju- gendliche Nutzer ist. Ebenso werden die USK-Genres und die Altersfreigabe für die einzelnen Plattformen untersucht und verglichen. Zudem sind Daten zu den beliebtesten und am besten bewerteten Spielen erfasst. Auf den Hauptteil der Arbeit aufbauend, werden unterschiedliche Distributionsformen sowie die mit digitalen Spielen verbundenen Akteure beschrieben, und weitergehende Trends und Prognosen vorgestellt. Der Basis der vorgestellten Daten zugrundeliegend, sollen im Ergebnis Handlungsempfehlun- gen für Bibliotheken im Umgang mit digitalen Spielen gegeben, sowie zukünftige Herausfor- derungen benannt werden. Zur Unterstützung zielgerichteter Entscheidungen in Bibliotheken sind zusätzlich im Anhang bibliothekarische wie nichtbibliothekarische Informationsmittel, von Einrichtungen und Pu- blikationen über Veranstaltungen bis hin zu Preisen und informativen Seiten im Internet, rund um das Digitale Spiel enthalten. Inhaltsverzeichnis III Inhaltsverzeichnis Referateblatt..............................................................................................................................II Inhaltsverzeichnis.....................................................................................................................III Abbildungsverzeichnis.............................................................................................................VI Tabellenverzeichnis...............................................................................................................VIII Abkürzungsverzeichnis............................................................................................................IX 1 Einleitung...............................................................................................................................1 2 Zielgruppe Jugendliche..........................................................................................................5 2.1 Abgrenzung Jugendlicher zu Kindern und Erwachsenen...............................................5 2.2 Das Spieleverhalten Jugendlicher..................................................................................9 3 Klassifizierung des Angebotsmarktes digitaler Spiele.........................................................12 3.1 Altersfreigabe...............................................................................................................12 3.1.1 Unterhaltungssoftware Selbstkontrolle (USK).....................................................13 3.1.2 Pan European Game Information-System (PEGI)................................................16 3.2 Plattformen...................................................................................................................18 3.2.1 Personal Computer / PC.......................................................................................18 3.2.2 Konsolen...............................................................................................................22 3.2.2.1 Next-Gen-Konsolen.....................................................................................23 3.2.2.2 Handhelds.....................................................................................................27 3.2.2.3 Weitere Konsolen.........................................................................................29 3.2.2.4 Die nächste Konsolengeneration..................................................................29 3.3 Kategorien / Genres......................................................................................................31 3.3.1.1 Die Genres der USK.....................................................................................34 3.3.1.2 Weitere Kategorisierungsmöglichkeiten......................................................38 3.4 Spiele für Jungen / Mädchen........................................................................................44 3.5 Weitere Titel.................................................................................................................45 3.5.1 Browserspiele.......................................................................................................45 3.5.2 Spiele für mobile Geräte.......................................................................................46 3.6 Entwicklungsprognosen...............................................................................................46 Inhaltsverzeichnis IV 4 Analyse des Angebotsmarktes digitaler Spiele....................................................................48 4.1 Digitale Spiele nach Plattformen..................................................................................49 4.2 Digitale Spiele nach Genres.........................................................................................50 4.3 Digitale Spiele nach Genres und Plattform..................................................................51 4.4 Digitale Spiele nach Altersfreigabe..............................................................................59 4.5 Digitale Spiele nach Altersfreigabe und Plattform.......................................................60 4.6 Digitale Spiele nach Plattform und Genre - für Jugendliche geeignet.........................65 4.7 Genres nach Alterskennzeichnung der USK................................................................67 4.8 Beliebteste Spiele 2009................................................................................................69 4.9 Einschätzung der erfassten Daten und deren Nutzen für Bibliotheken........................82 5 Distributionsformen.............................................................................................................83 5.1 Elektrofachhandel.........................................................................................................83 5.2 Offizielle Marktplätze im Internet................................................................................84 5.3 Internetanbieter.............................................................................................................84 5.4 Fachgeschäfte...............................................................................................................85 5.5 Bibliotheksspezifische Angebote.................................................................................86 5.6 Weitere Angebote.........................................................................................................87 6 Zusammenfassung................................................................................................................88 6.1 Zielerreichung..............................................................................................................88 6.2 Handlungsempfehlungen..............................................................................................89 6.3 Fazit und Ausblick........................................................................................................90 Literaturverzeichnis.................................................................................................................IX Selbstständigkeitserklärung..............................................................................................XXXII Anlagenverzeichnis Abbildungsverzeichnis V Abbildungsverzeichnis Abbildung 1: Prüfsiegel - Freigegeben ohne Altersbeschränkung............................................14 Abbildung 2: Prüfsiegel - Freigegeben ab 6 Jahren..................................................................14
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