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Posts Tagged ‘games’

The Impact and Role of Computer Games and New Media

by Katharina Weiss

In his lecture on Saturday, 08/07/10, Dr. Jeffrey Wimmer, researcher at the institute of media science and communication studies at Technische Universität Ilmenau with a focus on virtual worlds and digital games, provided an intensive insight in his collection of data and statistics done in 2006/07. A large amount of gamers and players of different agegroups and ranks had been surveyed concerning gaming practices and usage of virtual entertainment.

Jeffrey Wimmer’s presentation and research concentrated on online gaming as the MMORPG World of Warcraft – a fact, that already indicates one of the problems of researching computer games: although a mass phenomenon, scientific research proves as being extremely difficult, even limited. First of all the field of computer games is a huge one. For also casual and “simple” games as Virtual Chess or Solitaire are computer games – and these are also consumed by individuals which would not think of themselves as gamers or players, not even in the moment of playing Virtual Chess. A narrowing down of the object of investigation, as it is done by Jeffrey Wimmer’s project, which contains the gaming categories roleplaying, action, strategy and sports/racing, seems utterly expedient and necessary. To focus on social impact of computer games, Jeffrey Wimmer’s project also largely disregards privatly consumed single player and console games and centres on online games. To find out the disposition and constitution of their social relevance – and to provide scientific evidence of their “social impact” – the survey dealt with diverse categorising questions, which had been presented in statistics to the summerschool in Bremen during Jeffrey Wimmer’s lecture. Statistics concerning the disposition of gender and computer games as well as of agegroups and active playing time were, already with regards to content, considerably revealing relating to social relevance of computer games – for they actually were able to come up with surprising findings and conclusions.

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‚Serious Gaming‘ or ‚Ludic Culture‘? – Preaching Islam to Videogame Generation

by Erik Munder

At the Summer School ‚How Virtual is Reality?‚ in Bremen 2010, Vit Sisler lectured on Islam respectively Muslims in video games in general; Islamic educational video games and video clips from the Arab world, Iran and the United States. His aim -as articulated in his abstract- was to show how private companies try to claim those new markets of Muslim youth while promoting (their idea of) Islamic moral and ethical values in video games and edutainment software. Another aspect of his lecture was the significance of video games and such as an important but still under-examined aspect of cultural life, not only in the Middle East. For this purpose he calls on Walter J. Ong’s concept of >secondary orality<, Ian Bogost’s >persuasive games> and also >neglected media< coined by Philipp Reichmuth and Stephan Werning.

Ong’s idea of >secondary orality< is about the parallels between primary oral cultures and secondary oral cultures like our own. Secondary oral cultures are actually primary literate cultures which became more and more oral and aural again by means of new electronic communication media. The fundamental empathetic and participatory nature of orality itself shapes “new” forms of communities which show great resemblance to communities of primary oral cultures in their social interactions.

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Digital Games and Religion

by Annette Juretzki

If you think about „Digital Games and Religion“ you don’t really expect the creation of board games, hence the teaching unit of Markus Wiemker was quite surprising.

An imaginary NGO concludes a contract to design a board or card game which transmits the message of peace and supports the tolerance for different religions. Before starting with the group work, we watched a short videoclip about the contract to gain an insight of the project. In small groups of four or five people, we had to agree on one of the many ideas we had in mind in order to figure out the rules for our game in the next step and create a prototyp of it.

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