Wie K Nnen Lizenzspiele Geschichten Erz Hlen Die Mediale Gesellschaft Und Ihre Gesellschaftsspiele
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Wie K Nnen Lizenzspiele Geschichten Erz Hlen Die Mediale Gesellschaft Und Ihre Gesellschaftsspiele
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Author : Johannes Krenner
language : de
Publisher: Diplomarbeiten Agentur
Release Date : 2012
Wie K Nnen Lizenzspiele Geschichten Erz Hlen Die Mediale Gesellschaft Und Ihre Gesellschaftsspiele written by Johannes Krenner and has been published by Diplomarbeiten Agentur this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with History categories.
"Die guten Gedanken ber das Spiel sind rar, was damit zusammenh„ngt, dass der theoretische Mensch nicht geneigt ist, das Spiel ernst zu nehmen", schrieb schon Friedrich Georg Jnger. Dieser Trend ist in den Wissenschaften immer noch zu bemerken. Diese kulturtheoretische Arbeit m”chte dem entgegenwirken und widmet sich deshalb dem Gesellschaftsspiel. Dabei wird sowohl auf die Besch„ftigung des Spielens, als auch auf den medialen Charakter des Spiels eingegangen. Im Bereich dazwischen befindet sich das Lizenzspiel, dessen Produktions- und Rezeptionsbedingungen exemplarisch untersucht werden. Lizenzspiele sind Gesellschaftsspiele mit einem Thema, welches bereits als Fernsehserie, Film, Buch oder PC-Spiel vorliegt. Lizenzspiele nehmen damit eine wichtige Stellung in der Vermarktung von Medienverbundsystemen ein. Deren Analyse liefert aber auch Erkenntnisse ber den Erz„hlaspekt von und in Gesellschaftsspielen allgemein. Kann in einem Spiel eine Geschichte erz„hlt werden? L„sst sich ¯Erz„hlen® mit einer aktiven Teilhabe vereinen? Die Beantwortung solcher Fragen mndet in eine Theorie des darstellenden und abbildenden Narrativs und der Inhaltsanalyse von zwei bekannten Spielen. Der Autor ist selbst seit drei Jahren in der Branche als Spieleautor und Spieleredakteur t„tig. Zus„tzlich zu seinem Fachwissen fusioniert er hier Wissensbest„nde der Game Studies, der Publizistik und der Narratologie. Experteninterviews mit den Redakteuren der gr”áten deutschen Spieleverlage unterfttern dabei die ausfhrliche theoretische und inhaltsanalytische Abhandlung.
Mediale Gesellschaft Und Ihre Gesellschaftsspiele Oder Wie K Nnen Spiele Geschichten Erz Hlen
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Author : Johannes Krenner
language : de
Publisher: diplom.de
Release Date : 2014-04-11
Mediale Gesellschaft Und Ihre Gesellschaftsspiele Oder Wie K Nnen Spiele Geschichten Erz Hlen written by Johannes Krenner and has been published by diplom.de this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-04-11 with Language Arts & Disciplines categories.
Inhaltsangabe:Einleitung: ‚Die guten Gedanken über das Spiel sind rar, was damit zusammenhängt, dass der theoretische Mensch nicht geneigt ist, das Spiel ernst zu nehmen. Er pflegt sich selbst ernst zu nehmen, und indem er dies tut, entzieht er dem Spiel jeden Ernst.’ Friedrich Georg Jünger. Einführung: Warum Spiel?: Aus einem glühenden Interesse für Gesellschaftsspiele und meiner Betätigung als deren Entwickler heraus ist mir während meines Studiums aufgefallen, dass sich die Wissenschaft mit dem Spiel kaum auseinandersetzt. Nein, man muss sogar sagen: Das Spiel wird (im deutschsprachigen Raum) ignoriert. Ich begann die Uni-Bibliotheken nach theoretischen Abhandlungen über ‚das Gesellschaftsspiel’ abzusuchen. Fasst man den Spielbegriff weiter, so bekommt man mehr, allerdings immer noch keine reichhaltige Auswahl an Literatur. Dieseverteilt sich vor allem auf Fachbibliotheken des Universitäts-Sportinstituts und der Pädagogik, ferner Publizistik, Anglistik und Philosophie. Historisch betrachtet gab es in den 1970-er Jahren einen kurzfristigen Boom zum Thema, fast ausschließlich im Bereich der (Reform-)Pädagogik. Um die Jahrtausendwende erscheint dann eine vielversprechende und moderne Disziplin, die ‘Game Studies’ oder deutsch ‘Spielforschung’. Die Game Studies setzen sich allerdings fast ausschließlich mit dem Computerspiel auseinander. Methodisch sind diese stark interdisziplinär und analysieren die Rezeptions- und Produktionsbedingungen des Computerspiels. Spiele nehmen einen wichtigen Platz in der kulturellen Entwicklung ein und man kann aus deren Erforschung einige Erkenntnisse gewinnen. Im Vorwort von ‚Spielen nach den Spielregeln’, wird das Spiel verglichen mit einem ‚microcosme de certains domaines ordonnés et réglés du monde réel, offre des parallèles aussi bien que des contrastes avec le macrocosme de notre vie quotidienne. Pour cette raison il n‘est pas étonnant que ces comportement humain dans tous ses aspects. La littérature sur le sujet [ ... ] est loin d‘être exhaustive.’. Der geordnete Mikrokosmos Spiel und Sport gewährt Einblick in unsere Lebenswelt indem Parallelen und Unterschiede aufgezeigt werden; im Zitatwird ebenfalls darauf hingewiesen, dass dieses Thema in der Literatur (der Geistes- und Kulturwissenschaften) keineswegs erschöpfend behandelt wird. Dies finde ich insofern schade, als ich mich selbst wissenschaftlich bei den Geisteswissenschaften (besonders der Philosophie) und den Cultural Studies verorten würde. Exkurs: [...]
Gaming The Past
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Author : Jeremiah McCall
language : en
Publisher: Routledge
Release Date : 2013-06-17
Gaming The Past written by Jeremiah McCall and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-06-17 with Education categories.
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
The Ethics Of Computer Games
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Author : Miguel Sicart
language : en
Publisher: MIT Press
Release Date : 2011-08-19
The Ethics Of Computer Games written by Miguel Sicart and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-19 with Social Science categories.
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.
Early Childhood Environment Rating Scale Ecers 3
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Author : Thelma Harms
language : en
Publisher: Teachers College Press
Release Date : 2014-11-01
Early Childhood Environment Rating Scale Ecers 3 written by Thelma Harms and has been published by Teachers College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-01 with Education categories.
The long-anticipated new version of the internationally recognized Early Childhood Environment Rating Scale®, ECERS-3, focuses on the full range of needs of preschool- and kindergarten-aged children. This widely used, comprehensive assessment tool measures both environmental provisions and teacher-child interactions that affect the broad developmental needs of young children, including: Cognitive Social-emotional Physical Health and safety ECERS-3 also includes additional Items assessing developmentally appropriate literacy and math activities. Designed for preschool, kindergarten, and child care classrooms serving children 3 through 5 years of age, ECERS-3: Provides a smooth transition for those already using ECERS-R. Emphasizes the role of the teacher in creating an environment conducive to developmental gains. Is designed to predict child outcomes more accurately and with greater precision. Provides a stronger method of distinguishing between good and truly excellent programs. Offers a complete training program with ongoing support available at the Environment Rating Scales Institute (ERSI) website (www.ersi.info). ECERS-3 is appropriate for state and district-wide QRIS and continuous improvement; program evaluation by directors and supervisors; teacher self-evaluation; monitoring by agency staff; and teacher education. The established reliability and long term evidence of validity of the ERS family of instruments make this new version of ECERS particularly useful for RTTT-ELC accountability and research. Suitable for use in inclusive and culturally diverse programs, ECERS-3 subscales evaluate: Space and Furnishings Personal Care Routines Language and Literacy Learning Activities Interaction Program Structure
Self S Punishment
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Author : Bernhard Schlink
language : en
Publisher: Hachette UK
Release Date : 2011-09-01
Self S Punishment written by Bernhard Schlink and has been published by Hachette UK this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-09-01 with Fiction categories.
The bestselling detective novel from the author of THE READER. Available in paperback for the first time in the UK. Sixty-eight years old; a smoker of Sweet Aftons, a dedicated drinker of Aviateur cocktails, and the owner of a charismatic cat named Turbo, Gerhard Self is an unconventional private detective. When Self is summoned by his long-time friend and rival Korten to investigate several incidents of computer-hacking at a chemicals company, he finds himself dealing with an unfamiliar kind of crime that throws up many challenges. But in his search for the hacker, Self stumbles upon something far more sinister. His investigation eventually unearths dark secrets that have been hidden for decades, and forces Self to confront his own demons.
Doing Applied Linguistics
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Author : Daniel Perrin
language : de
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2017-06-12
Doing Applied Linguistics written by Daniel Perrin and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-06-12 with Foreign Language Study categories.
How can students be empowered to communicate professionally – as translators, journalists and CCOs? How can professionals engaged in crucial language interactions do the same – pilots, nurses, lawyers and many others? This volume gives answers to these questions, providing insights into critical situations and good practices from many years of research and teaching in a practice-oriented, research driven School of Applied Linguistics.
The Extreme Right In Western Europe
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Author : Elisabeth Carter
language : en
Publisher: Manchester University Press
Release Date : 2005-10-07
The Extreme Right In Western Europe written by Elisabeth Carter and has been published by Manchester University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-10-07 with Political Science categories.
This book examines the reasons behind the variation in the electoral fortunes of the West European parties of the extreme Right in the period since the late 1970s. It proposes a number of different explanations as to why certain parties of the extreme Right have performed better than others at the polls and it investigates each of these different explanations systematically and in depth.
Contents Tourism And Pop Culture Fandom
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Author : Takayoshi Yamamura
language : en
Publisher: Channel View Publications
Release Date : 2020-01-14
Contents Tourism And Pop Culture Fandom written by Takayoshi Yamamura and has been published by Channel View Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-01-14 with Business & Economics categories.
This is the first book to apply the concept of ‘contents tourism’ in a global context and to establish an international and interdisciplinary framework for contents tourism research. The term ‘contents tourism’ gained official recognition in Japan when it was defined by the Japanese government in 2005, and it has been characterised as ‘travel behaviour motivated fully or partially by narratives, characters, locations, and other creative elements of popular culture forms including film, television dramas, manga, anime, novels and computer games’. The book builds on previous research from Japan and explores three main themes of contents tourism: ‘the Contentsization of Literary Worlds’, ‘Tourist Behaviours at “Sacred Sites” of Contents Tourism’ and ‘Contents Tourism as Pilgrimage’ and draws together these key themes to propose a set of policy implications for achieving successful and sustainable contents tourism in the 21st century.
Island Rivers
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Author : John R. Wagner
language : en
Publisher: ANU Press
Release Date : 2018-06-19
Island Rivers written by John R. Wagner and has been published by ANU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-06-19 with Social Science categories.
Anthropologists have written a great deal about the coastal adaptations and seafaring traditions of Pacific Islanders, but have had much less to say about the significance of rivers for Pacific island culture, livelihood and identity. The authors of this collection seek to fill that gap in the ethnographic record by drawing attention to the deep historical attachments of island communities to rivers, and the ways in which those attachments are changing in response to various forms of economic development and social change. In addition to making a unique contribution to Pacific island ethnography, the authors of this volume speak to a global set of issues of immense importance to a world in which water scarcity, conflict, pollution and the degradation of riparian environments afflict growing numbers of people. Several authors take a political ecology approach to their topic, but the emphasis here is less on hydro-politics than on the cultural meaning of rivers to the communities we describe. How has the cultural significance of rivers shifted as a result of colonisation, development and nation-building? How do people whose identities are fundamentally rooted in their relationship to a particular river renegotiate that relationship when the river is dammed to generate hydro-power or polluted by mining activities? How do blockages in the flow of rivers and underground springs interrupt the intergenerational transmission of local ecological knowledge and hence the ability of local communities to construct collective identities rooted in a sense of place?