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Persuasive Games. Eine Möglichkeit des sozialen Einflusses durch Games?

Persuasive Games. Eine Möglichkeit des sozialen Einflusses durch Games?

          
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About the Book

Studienarbeit aus dem Jahr 2017 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, Note: 1,7, Universität Regensburg, Sprache: Deutsch, Abstract: Games und ihre wachsende Branche mit Milliarden-Umsätzen sind in aller Munde, aber längst nicht mehr einfach nur "Spiel". Sie befinden sich in einem komplexen Diskurs verschiedenster Meinungen und eröffnen immer wieder neue, kontroverse Diskussionsfelder. Von den Einen werden sie aufgrund von Suchtpotenzial und der angeblichen Förderung von Gewalt durch sogenannte "Ballerspiele" verteufelt, Andere sehen sie als Chance, das Lernen zu revolutionieren. Immer öfter werden Games deshalb mit pädagogischen Inhalten ausgestattet und finden so Einzug in unsere Klassenzimmer. Alleine in Deutschland zählen 34 Millionen Menschen zur Gruppe der Spieler, die zumindest gelegentlich Computer- oder Videospiele nutzen. Die Beweggründe für das Spielen sind dabei sehr unterschiedlich und reichen von Abenteuerlust und Adrenalin über geistige Herausforderung und das Gefühl diese zu bewältigen bis hin zu Erholung oder Abwechslung vom Alltag. Games können die Art und Weise ändern, wie Spieler denken, fühlen und sich verhalten und werden zur Herbeiführung von Empfindungen wie Aufregung oder Erleichterung gespielt, was als "Serious Fun" bezeichnet wird. Die Technik Spiele hat einen enormen Einfluss auf - insbesondere junge - Menschen, weshalb man darüber nachdenken sollte, das Potenzial für bestimmte Zwecke zu nutzen. Es wäre denkbar, Spielern globale Probleme näher zu bringen, über bestimmte Themen zu informieren und damit Bewusstsein für aktuelle Geschehnisse zu schaffen. Weltweit sehen wir uns derzeit mit nicht enden wollenden Kriegen, Terrorismus, Hunger, Umweltverschmutzung und einem eindeutigen Rechtsruck konfrontiert, die unsere Gesellschaft mehr denn je zum Handeln aufrufen sollten. Diese Arbeit soll deshalb einige Argumente für dieses Potenzial durch Games vorstellen und an einem Beispiel untersuchen, um a


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Product Details
  • ISBN-13: 9783668854345
  • Publisher: Grin Verlag
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 36
  • Spine Width: 2 mm
  • Width: 148 mm
  • ISBN-10: 3668854343
  • Publisher Date: 13 Feb 2019
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Weight: 63 gr


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