Podcasts about Passau

University town in Lower Bavaria, Germany

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Best podcasts about Passau

Latest podcast episodes about Passau

New Books Network
Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024)

New Books Network

Play Episode Listen Later Apr 12, 2025 32:57


Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research.  In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

Podcast Bistum Passau
Ausstellung: "Passion Jesu Christi" im MMK

Podcast Bistum Passau

Play Episode Listen Later Apr 1, 2025 6:49


Das Museum Moderne Kunst in Passau zeigt noch bis 29. Juni die Ausstellung „Passion Jesu Christi – Darstellungen von 1913 bis heute“. Gezeigt werden rund 40 Kunstwerke aus allen Stilrichtungen aus der Zeitspanne von 1913 bis heute. Eine Führung mit der Kuratorin Bianca Buhr findet am Mittwoch, 9. April, um 18 Uhr statt. Infos unter www.mmk-passau.de

Podcast Bistum Passau
Misereor-Gast aus Sri Lanka im Bistum Passau

Podcast Bistum Passau

Play Episode Listen Later Mar 31, 2025 8:45


Unter dem Motto „Auf die Würde. Fertig. Los!“ setzt sich Misereor bei der diesjährigen Fastenaktion mit seinen Partnern für Menschen in Sri Lanka und für den Schutz von Menschrechten ein. Im Bistum Passau war Augustion Dharshani zu Gast, um über die Situation in ihrer Heimat zu referieren.

Podcast Bistum Passau
Malteser Passau - Diözesanoberin gesucht

Podcast Bistum Passau

Play Episode Listen Later Mar 28, 2025 13:27


Ilona Gräfin von La Rosée war von 2006 bis Ende 2019 stellvertretende Diözesanleiterin und Diözesanoberin der Malteser in Passau. Die Malteser würden gerne die Position der Diözesanoberin neu besetzen - im Interview mit Ilona Gräfin von La Rosée erfahren wir mehr über diese spannende Aufgabe. Bewerben kann man sich bei der Pressestelle der Malteser in Passau, bei Rosmarie Friedsam. Per E-Mail an: Rosmarie.Friedsam@malteser.org.

Podcast Bistum Passau
Bistum und Caritas auf der Ausbildungsmesse

Podcast Bistum Passau

Play Episode Listen Later Mar 17, 2025 2:51


Die 15. Passauer Ausbildungsmesse hat am Wochenende in Passau stattgefunden. Auftakt war am Freitag – insgesamt strömten rund 10.000 Besucher nach Passau-Kohlbruck zur Messe. Mit dabei an einem gemeinsamen Stand, waren auch das Bistum Passau und die Caritas Passau.

Katholische Morgenfeier
Da kann jeder kommen

Katholische Morgenfeier

Play Episode Listen Later Mar 16, 2025 25:18


Bischof Stefan Oster aus Passau meditiert die Erzählung von der Verklärung Jesu in Bezug auf die Einladung Jesu: Kommt alle zu mir, ich werde euch Ruhe verschaffen.

euroradiofm
Хрысціна Дарапей. Чаго беларусам чакаць ад новага ўрада Германіі

euroradiofm

Play Episode Listen Later Mar 13, 2025 41:08


Не толькі ў ЗША змянілася кіраўніцтва і змянілася замежная палітыка. Прычым так радыкальна, што гэта стала непрыемным шокам для вялікай колькасці праграм і ініцыятыў, якія ЗША шмат гадоў падтрымлівалі. Выбары прайшлі і ў Германіі. І не выключана, што там таксама пачнуць змяняць падыходы як да міграцыйнай палітыкі, так і да палітыкі падтрымкі розных праектаў. Ці варта чакаць беларускай дыяспары ў Германіі зменаў, якія могуць яе закрануць? Як можа змяніцца стаўленне да ўцекачоў, у тым ліку з Беларусі, і іх легалізацыі на фоне росту антыіміграцыйных настрояў? Чым найперш сёння займаецца згуртаванне беларусаў Германіі Razam і ці застаецца актыўнай дыяспара? На гэтыя ды іншыя пытанні ў эфіры Еўрарадыё адказвае актывістка беларускага аб'яднання ў Германіі Razam, каардынатарка фестывалю Minsk x Minga, супрацоўніца Універсітэта Пасау (The University of Passau) Хрысціна Дарапей

Machtwechsel
U-Turn nach der Wahl – Friedrich Merz und die finanzpolitische Zeitenwende

Machtwechsel

Play Episode Listen Later Mar 6, 2025 40:15


Ein gigantisches Infrastruktur-Sondervermögen und eine Ausnahmeregelung in der Schuldenbremse: Darauf haben sich Union und SPD geeinigt. Ist das eine Absage an eine Konsolidierung des Staatshaushalts oder eine notwendige Maßnahme, um eine in Krisenzeiten handlungsfähige Regierung aufzustellen? Darum geht es in „Machtwechsel“. Dagmar Rosenfeld und Robin Alexander schauen in dieser Folge außerdem nach Passau, wo die CSU neue Rekorde auf der nach oben offenen grünen Demütigungsskala erreicht hat - während man die Grünen in Berlin für die neuen fiskalischen Pläne noch braucht. Und sie blicken ins Kanzleramt, wo Olaf Scholz von der Regierungsbank in den Zuschauerrang wechseln musste. Wir freuen uns über Feedback an machtwechsel@welt.de Noch mehr Politik? „Das bringt der Tag“ – jeden Morgen ab 5 Uhr die aktuellen News und dazu das Thema des Tages. Für alle, die wissen wollen, was heute wichtig ist. WELT-Redakteure, Korrespondenten und Reporter ordnen die aktuellen Schlagzeilen ein, erklären, wie es dazu kam und was die Nachrichten für uns bedeuten. Weil morgens oft wenig Zeit bleibt, bringen wir Sie in etwa 10 Minuten auf Stand. Redaktion: Antonia Beckermann, Wim Orth Produktion: Lilian Hoenen Impressum: https://www.welt.de/services/article7893735/Impressum.html Datenschutz: https://www.welt.de/services/article157550705/Datenschutzerklaerung-WELT-DIGITAL.html

SWR2 Kultur Info
Philosophin Zehnpfennig: Platon würde die moderne Demokratie mit Wohlwollen betrachten

SWR2 Kultur Info

Play Episode Listen Later Mar 6, 2025 6:11


Die Politikwissenschaftlerin Barbara Zehnpfennig von der Universität Passau hat das Werk Platons intensiv gelesen und erforscht. In seinem Werk tauchen politische Begriffe und Werte auf, über die wir auch heute noch diskutieren: Gerechtigkeit, Anstand, Sinn fürs Gemeinwohl.

New Books Network
Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)

New Books Network

Play Episode Listen Later Mar 5, 2025 40:13


For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled.  The Avengers in Video Games (McFarland, 2021) is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in Popular Culture
Blair Farrell, "The Avengers in Video Games" (McFarland, 2021)

New Books in Popular Culture

Play Episode Listen Later Mar 5, 2025 40:13


For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled.  The Avengers in Video Games (McFarland, 2021) is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

New Books Network
Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)

New Books Network

Play Episode Listen Later Mar 4, 2025 20:09


If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)

New Books in History

Play Episode Listen Later Mar 4, 2025 20:09


If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in Science, Technology, and Society
Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)

New Books in Science, Technology, and Society

Play Episode Listen Later Mar 4, 2025 20:09


If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Popular Culture
Kyle Orland, "Minesweeper" (Boss Fight Books, 2023)

New Books in Popular Culture

Play Episode Listen Later Mar 4, 2025 20:09


If you had some free time and a Windows PC in the 1990s, your mouse probably crawled its way to Minesweeper, an exciting watch-where-you-click puzzle game with a ticking clock and a ton of “just one more game” replayability. Originally sold as part of a “big box” bundle of simple games, Minesweeper became a cornerstone of the Windows experience when it was pre-installed with every copy of Windows 3.1 and decades of subsequent OS updates. Alongside fellow Windows gaming staple Solitaire, Minesweeper wound up on more devices than nearly any other video game in history. Sweeping through a minefield of explosive storylines, Journalist Kyle Orland reveals how Minesweeper caused an identity crisis within Microsoft, ensnared a certain Microsoft CEO with its addictive gameplay, dismayed panicky pundits, micromanagers, and legislators around the world, inspired a passionate competitive community that discovered how to break the game, and predicted the rise of casual gaming by nearly two decades. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

New Books Network
Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)

New Books Network

Play Episode Listen Later Mar 3, 2025 36:05


Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)

New Books in History

Play Episode Listen Later Mar 3, 2025 36:05


Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in Science, Technology, and Society
Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)

New Books in Science, Technology, and Society

Play Episode Listen Later Mar 3, 2025 36:05


Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Medieval History
Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)

New Books in Medieval History

Play Episode Listen Later Mar 3, 2025 36:05


Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices

New Books in Popular Culture
Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)

New Books in Popular Culture

Play Episode Listen Later Mar 3, 2025 36:05


Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

Podcast Bistum Passau
Pressekonferenz: Freisinger Bischofskonferenz 2025 in Passau

Podcast Bistum Passau

Play Episode Listen Later Feb 28, 2025 2:32


Pressekonferenz: Freisinger Bischofskonferenz 2025 in Passau by Bistum Passau und Bischof Stefan Oster SDB

New Books Network
Jeff Yoshimi, "Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery" (MIT Press, 2025)

New Books Network

Play Episode Listen Later Feb 27, 2025 22:24


Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we've made excellent progress, but is it time for a new play in the playbook?  In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fighting an increasingly exhausting war. By putting the work of cancer research into the hands of nonspecialists, Yoshimi believes, we can accelerate the process of outgaming the disease once and for all. Gamers have already used “serious games” to discover new galaxies, digitize ancient texts, decode viruses, and solve theoretical problems in neuroscience. Cancer is a multilayered threat, and our best bet at overcoming it is via more minds working in concert. Gaming Cancer is an instruction manual for engineering games that motivate users to strain and sweat to find cancer cures. It integrates game design with research in cancer biology, data visualization techniques, and developments in cognitive science and AI while remaining sensitive to the limitations of citizen science and ethical concerns. Yoshimi sees in cutting-edge game technology the potential to educate and empower people to outwit cancer, an indirect route to richer science literacy that draws on the boundless resources of the mind. This book offers anyone invested in beating this seemingly intractable disease a concrete playbook that combines real science with creative vision in an effort to defeat the boss monster, cancer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in Science, Technology, and Society
Jeff Yoshimi, "Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery" (MIT Press, 2025)

New Books in Science, Technology, and Society

Play Episode Listen Later Feb 27, 2025 22:24


Can experimenting with game design increase our chances of finding a cure for cancer? Cancer is crafty, forcing us to be just as clever in our efforts to outfox it—and we've made excellent progress, but is it time for a new play in the playbook?  In Gaming Cancer: How Building and Playing Video Games Can Accelerate Scientific Discovery (MIT Press, 2025), Jeff Yoshimi proposes a new approach to fighting an increasingly exhausting war. By putting the work of cancer research into the hands of nonspecialists, Yoshimi believes, we can accelerate the process of outgaming the disease once and for all. Gamers have already used “serious games” to discover new galaxies, digitize ancient texts, decode viruses, and solve theoretical problems in neuroscience. Cancer is a multilayered threat, and our best bet at overcoming it is via more minds working in concert. Gaming Cancer is an instruction manual for engineering games that motivate users to strain and sweat to find cancer cures. It integrates game design with research in cancer biology, data visualization techniques, and developments in cognitive science and AI while remaining sensitive to the limitations of citizen science and ethical concerns. Yoshimi sees in cutting-edge game technology the potential to educate and empower people to outwit cancer, an indirect route to richer science literacy that draws on the boundless resources of the mind. This book offers anyone invested in beating this seemingly intractable disease a concrete playbook that combines real science with creative vision in an effort to defeat the boss monster, cancer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

Idea X
Хрысціна Дарапей: нацыянальная ідэя ўсіх генерацый беларусаў — "Жыве Беларусь!"

Idea X

Play Episode Listen Later Feb 27, 2025 60:11


27 лютага ў эфіры Еўрарадыё — актывістка беларускага аб'яднання ў Германіі Razam, арт-менеджарка, сузаснавальніца і каардынатарка фестывалю Minsk x Minga (Мюнхен, Германія), супрацоўніца Універсітэта Пасау (The University of Passau) Хрысціна Дарапей. Беларускі нацыяналізм, беларускія нацыяналісты адрозныя тым, што яны не сцвярджаюць, што беларуская нацыя нібыта лепшая ў нечым за іншыя. Беларускі нацыяналізм — гэта змаганне за сваё, гэта адстойванне магчымасцяў жыць так, як ты хочаш. І ў тым кантэксце, у якім ты хочаш. Фактычна, беларускае адстойванне сваёй нацыянальнай ідэнтычнасці — гэта абарона сябе ад праваімперскіх амбіцый суседзяў, перакананая Хрысціна Дарапей. Пра тое, чым адрозны беларускі нацыяналізм, чаму для беларусаў так важна, каб іх пакінулі ў спакоі, і пра тое, ці цікавая беларусам іх беларускасць, мы і разважаем у праграме “Ідэя Х” з Хрысцінай Дарапей.

euroradiofm
Хрысціна Дарапей: нацыянальная ідэя ўсіх генерацый беларусаў — "Жыве Беларусь!"

euroradiofm

Play Episode Listen Later Feb 27, 2025 60:11


27 лютага ў эфіры Еўрарадыё — актывістка беларускага аб'яднання ў Германіі Razam, арт-менеджарка, сузаснавальніца і каардынатарка фестывалю Minsk x Minga (Мюнхен, Германія), супрацоўніца Універсітэта Пасау (The University of Passau) Хрысціна Дарапей. Беларускі нацыяналізм, беларускія нацыяналісты адрозныя тым, што яны не сцвярджаюць, што беларуская нацыя нібыта лепшая ў нечым за іншыя. Беларускі нацыяналізм — гэта змаганне за сваё, гэта адстойванне магчымасцяў жыць так, як ты хочаш. І ў тым кантэксце, у якім ты хочаш. Фактычна, беларускае адстойванне сваёй нацыянальнай ідэнтычнасці — гэта абарона сябе ад праваімперскіх амбіцый суседзяў, перакананая Хрысціна Дарапей. Пра тое, чым адрозны беларускі нацыяналізм, чаму для беларусаў так важна, каб іх пакінулі ў спакоі, і пра тое, ці цікавая беларусам іх беларускасць, мы і разважаем у праграме “Ідэя Х” з Хрысцінай Дарапей.

Hörsaal - Deutschlandfunk Nova
Demokratie und Ideologien - Verschwörungsmythen als Ersatz-Religion

Hörsaal - Deutschlandfunk Nova

Play Episode Listen Later Feb 21, 2025 75:13


Ein Vortrag des Politikwissenschaftlers Oliver HidalgoModeration: Katrin Ohlendorf**********Verschwörungsmythen haben große Strahlkraft – wie Religionen auch. Was diese beiden gemeinsam haben, was sie unterscheidet und welche Probleme daraus entstehen, darüber spricht der Politikwissenschaftler Oliver Hidalgo in seinem Vortrag. ********** Oliver Hidalgo lehrt Politikwissenschaft mit Schwerpunkt Politische Theorie an der Universität Passau. Verschwörungserzählungen und das Verhältnis von Politik zu Religion gehören neben anderen Themen zu seine Arbeitsschwerpunkten.Seinen Vortrag "Negativer Glaube? Ideologien und Verschwörungstheorien als (Ersatz-)Religionen" hat er am 16. Januar 2025 im Rahmen der Vorlesungsreihe "Die Macht von Überzeugungen. Weltanschauungen, Ideologien, Glaubenssysteme" gehalten, die im Wintersemester 2024/2025 ein Teil des Studiums Generale der Universität Mainz war.Hörtipp: Einen weiteren Vortrag aus dieser Reihe könnt ihr hier hören. +++ Deutschlandfunk Nova +++ Hörsaal +++ Vortrag +++ Verschwörungstheorien +++ Verschwörungsmythen +++ Verschwörungsglauben +++ Verschwörungsnarrative +++ Religion +++ Gesellschaft +++ Politik +++ Demokratie +++ Gesellschaft +++Gesellschaftlicher Zusammenhalt +++Diskurs +++ Debatte +++ Politikwissenschaft +++ Verschwörung +++ Mythos +++ Narrativ +++ Glaube +++**********Ihr hört in diesem Hörsaal:00:00:00 - Einführung00:02:36 - Vortragsbeginn00:04:08 - Vorbemerkungen: Populäre Irrtümer über Verschwörungstheorien und mehr00:13:58 - Forschungsergebnisse zu Verschwörungstheorien00:23:43 - "Negativer Glaube": Gemeinsamkeiten und Unterschiede zwischen Religionen und Verschwörungsmythen 00:58:54 - Politische Brisanz: Verschwörungstheorien und Demokratie 01:13:27 - Vorschau auf die nächsten beiden Hörsaal-Folgen: Europa struggelt mit einer neuen Weltordnung und wie Wissenschaftsjournalismus besser werden könnte und sollte**********Mehr zum Thema bei Deutschlandfunk Nova:Extreme Rechte: Die Angst vor Insekten im EssenKonspiritualität: Die Schnittmenge von Esoterik und VerschwörungsideologienWissenschaft und Politik: Die Macht des Wissens als Gefahr für die Demokratie**********Den Artikel zum Stück findet ihr hier.**********Ihr könnt uns auch auf diesen Kanälen folgen: TikTok auf&ab , TikTok wie_geht und Instagram .

New Books Network
Shelly Jones and Matthew Wilhelm Kapell, "Beyond the Deck: Critical Essays on Magic, The Gathering and Its Influence" (McFarland, 2023)

New Books Network

Play Episode Listen Later Feb 20, 2025 29:34


Since its debut in 1993, Magic: The Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other while enjoying its lore and compelling narratives. Beyond the Deck (McFarland, 2023) focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in Popular Culture
Shelly Jones and Matthew Wilhelm Kapell, "Beyond the Deck: Critical Essays on Magic, The Gathering and Its Influence" (McFarland, 2023)

New Books in Popular Culture

Play Episode Listen Later Feb 20, 2025 29:34


Since its debut in 1993, Magic: The Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other while enjoying its lore and compelling narratives. Beyond the Deck (McFarland, 2023) focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

Podcast Bistum Passau
Jahreshaushalt 2025 - Interview mit Finanzdirektor Dr. Josef Sonnleitner

Podcast Bistum Passau

Play Episode Listen Later Feb 19, 2025 3:41


Die Diözese Passau hat für das Jahr 2025 einen negativen Haushalt vorgestellt. Geplant wird mit einem Etat von 139,3 Millionen Euro. Der Haushalt schließt mit einem Minus von rund 6 Millionen Euro ab. Dieses soll durch Rücklagen ausgeglichen werden. Finanzdirektor Dr. Josef Sonnleitner sieht darin eine direkte Folge sinkender Kirchensteuereinnahmen, bedingt durch die wirtschaftliche Lage in Deutschland. Alle Details zu Ursachen, Sparmaßnahmen und der Lage in den Pfarreien hören Sie im Interview.

New Books Network
René Reinhold Schallegger, "A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames" (McFarland, 2024)

New Books Network

Play Episode Listen Later Feb 14, 2025 40:14


We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames (McFarland, 2024) focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in Politics
René Reinhold Schallegger, "A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames" (McFarland, 2024)

New Books in Politics

Play Episode Listen Later Feb 14, 2025 40:14


We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. A New Virtual Ethics: Interconnectedness and Interrelationality in Videogames (McFarland, 2024) focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/politics-and-polemics

Drama Carbonara
#277 - DC feat. Audiogestalter und Medienmensch Matthias Hofer: Ohne Skrupel - "Er machte ein Monster aus mir!"

Drama Carbonara

Play Episode Listen Later Feb 14, 2025 83:44


Kira M. (29) lebt in einer Welt, die -wenn wir uns ehrlich sind- massiv von ihrem Freund Uwe dominiert wird. Der Autohändler nörgelt ständig an ihr herum. Anfangs sind es nur kleine Bemerkungen und subtile Sticheleien. Es dauert aber nicht lange, bis der erfolgreiche Unternehmer Kira mit seinem Wunsch nach einer Schönheits-OP konfrontiert. Die Frau an seiner Seite müsse seinen Vorstellungen entsprechen und natürlich zu seinem luxuriösen Leben passen. Der erste Termin bei Dr Eichberg steht an, der Chirurg, der Kira ein klein wenig “optimieren” könne. Kira willigt ein: Zuerst werden die Brüste vergrößert, dann folgt eine OP nach der anderen. Die Nase, die Wangenknochen, das Kinn – trotz Schmerz und Torturen nimmt sie jede Veränderung in Kauf, weil gleichzeitig auch die Hoffnung wächst, sie würde nun endlich zu Uwes Traumfrau mutieren. Schnell ist der Punkt erreicht, an dem sie sich selbst nicht mehr wiedererkennt. Aber das Schlimmste sollte noch folgen…Wer von dem einzigartigen Timbre in Matthias´Stimme nicht genug bekommen kann, schaut am besten  hier  oder hier oder aber auch hier rein und checkt aus, was unser diesmaliger Gast als Sprecher, Audiogestalter und Label-Gründer noch so drauf hat.Außerdem macht der gute Mann Musik mit seiner Band “Wooden Pink” oder Solo als Maze Tuxi und empfiehlt wärmstens die Brainmanagerz, mit denen er auch gern die Bühne teilt.Matthias Hofer ist auch zu hören im Podcast “Denken am Berg” - DENKEN AM BERG begleitet die Veranstaltungen PHILIOSOPHICUM, LITERARICUM und IMPACT LECH – die jedes Jahr in Lech Zürs am Arlberg stattfinden.--Euch hat diese Geschichte gefallen, aufgeregt oder ihr habt euch darin sogar wiedererkannt? Das interessiert uns brennend!Schreibt uns in Kommentaren über Facebook und Instagram unter @dramacarbonara. Dort werdet ihr auch die in den Geschichten besprochenen Fotos finden und endlich sehen können, was wir sehen ... Falls ihr noch mehr fantastische Geschichten mit uns lesen wollt, können wir euch schon jetzt versprechen: das Repertoire ist unerschöpflich, wir staunen jedes Mal aufs Neue, was möglich ist. Abonnieren per RSS-Feed, Apple Podcasts, Spotify, Deezer oder Google Podcasts ist der Schlüssel zur regelmäßigen Versorgung. Über Rezensionen freuen wir uns natürlich extrem und feiern diese gern auch prominent in unserem Social Media Feed.Jede zweite Folge kommt übrigens ein/e GastleserIn zu uns ins kuschelige Wiener Hauptquartier und unterstützt uns mit Theorien zu Charakteren und Handlungssträngen. Wenn ihr einen Wunschgast habt oder gern selbst mal vorbeischauen wollt, sagt Bescheid. Wir können nichts versprechen, aber wir freuen uns immer über Vorschläge.Wenn ihr Lust auf Extra-Content und Community-Aktivitäten habt, unterstützt uns mit einem Abonnement auf Steady und kommt in den Genuss des kompletten "Drama Carbonara"-Universums: https://steadyhq.com/de/drama-carbonara/aboutFalls ihr daran interessiert sind, Werbung in unserem Podcast zu schalten, setzt euch bitte mit Stefan Lassnig von Missing Link  in Verbindung. Verbindlichsten Dank!  Ö3 PODCAST AWARD!Bis zum 28.2. ist wieder Nominierungszeit für den Ö3-Podcast-Award und wir freuen uns über eure Stimme!-> ABSTIMMUNG NEUER PODCAST!Wer in den neuesten Podcast, den Tatjana und Asta für HAPPY HOUSE MEDIA Wien produziert haben mit dem vielversprechenden Namen "Wo die Geister wohnen" reinhören mag - schaut mal hier & hier findet ihr den Geister Instagram Account! Es wird schrecklich schön!!--Link zur Podcast Hörer:innen UMFRAGE!Danke für die Mitarbeit und euer wertvolles Feedback :) & hier zur legendären Spotify Drama Carbonara Soundtrack Playlist - folgen folgen folgen!! liebe Freund:innen des unberechenbaren Musik-Algorithmus!

Podcast Bistum Passau
Büchereien als Lebensorte - Diözesanbibliothekarin Hildegard Franz

Podcast Bistum Passau

Play Episode Listen Later Feb 14, 2025 16:45


Ob jung oder alt, die Bücherei ist für viele Leseratten die liebste Anlaufstelle für guten Lesestoff. In der Diözese Passau ist die Auswahl groß. Für rund 125 Büchereien trägt allein der Sankt Michaelsbund die Verantwortung. Diözesanbibliothekarin Hildegard Franz hat sie alle im Blick und erzählt im Gespräch vom Büchereiangebot, Ehrenamtlichen und zukünftigen Herausforderungen.

WDR 5 Scala
WDR 5 Scala - Ganze Sendung

WDR 5 Scala

Play Episode Listen Later Feb 12, 2025 41:33


heute u.a. Start des Sanremo-Festivals 2025; Elektroschrott-Kunst von Elias Sime im Kunstpalast Düsseldorf; Portrait Tom Tykwer; Gedicht: "Donaumorgen unterhalb von Passau" von Rainer Kunze; Hörtipp: "Golden Years" von Tocotronic. Moderation: Sebastian Wellendorf. Von Sebastian Wellendorf.

New Books Network
Réjane Dreifuss et al., "Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers" (Transcript Publishing, 2024)

New Books Network

Play Episode Listen Later Feb 8, 2025 32:33


Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers (Transcript Publishing, 2024) brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in Dance
Réjane Dreifuss et al., "Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers" (Transcript Publishing, 2024)

New Books in Dance

Play Episode Listen Later Feb 8, 2025 32:33


Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, Live Performance and Video Games: Inspirations, Appropriations and Mutual Transfers (Transcript Publishing, 2024) brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/performing-arts

Hörspiel Pool
“Der Untergang der Stadt Passau (1/2)“ von Carl Amery – Apokalypse nach der Epidemie

Hörspiel Pool

Play Episode Listen Later Feb 6, 2025 70:45


Bayerischer Science-Fiction Klassiker (1975) ᛫ Nach einer verheerenden Pestepidemie im Jahr 1981 leben nur noch 50.000 Menschen als Nomaden in Europa. Einzig in Passau gibt es Elektrizität, Lebensmittel und einen Bürgermeister. Doch 2013 ist klar: Die kleine Zivilisation wird allein nicht überleben. | Von Carl Amery | Mit August Zirner, Michael Goldberg, Christian Erdt, Stephan Zinner, Martin Umbach, Edmund Telgenkämper, Barbara Horvath, Franziska Hackl, Marie-Therese Futterknecht u.a. | Komposition: Jacob Suske | Regie: Bernadette Sonnenbichler | BR 2021 |

Hörspiel Pool
“Der Untergang der Stadt Passau (2/2)“ von Carl Amery – Apokalypse nach der Epidemie

Hörspiel Pool

Play Episode Listen Later Feb 6, 2025 69:43


Bayerischer Science-Fiction Klassiker · Sollen die Bürger Passaus im postapokalyptischen Europa eine technologische Zivilisation wagen, auf Kosten der Nachbarn? Oder ins unzivilisierte Mittelalter zurückkehren? Atmosphärische Episoden zeichnen das Bild einer grotesken, dem Untergang geweihten Stadt. | Von Carl Amery | Mit August Zirner, Michael Goldberg, Christian Erdt, Stephan Zinner, Martin Umbach, Edmund Telgenkämper, Barbara Horvath, Franziska Hackl, Marie-Therese Futterknecht u.a. | Komposition: Jacob Suske | Regie: Bernadette Sonnenbichler | BR 2021 |

Podcast Bistum Passau
"Die Brücke" der Cartias in Passau

Podcast Bistum Passau

Play Episode Listen Later Feb 5, 2025 18:11


Die "Brücke Passau" ist ein Projekt des Caritasverbandes für die Diözese Passau e.V. und engagiert sich seit fast 40 Jahren dafür, straffällige Jugendliche zu unterstützen. Ziel ist es, ihnen eine Perspektive für ein straffreies Leben zu eröffnen. Der Dienst hilft jungen Menschen im Alter von 14 bis 21 Jahren, die Abwärtsspirale aus Kriminalität und sozialer Isolation zu durchbrechen. Mehr dazu im Interview.

Militärhistoriepodden
Wien 1683: kavallerianfallet som räddade Europa

Militärhistoriepodden

Play Episode Listen Later Feb 3, 2025 54:14


Belägringen av Wien 1683 var det sista osmanska försöket att på allvar hota Europas kristna riken. Hjälten för dagen var den polske kungen och härföraren Sobieski som lett anfallet mot belägrarna. Wien som belägrats sedan mitten av juli befriades och den osmanska hären flydde.Den polska kavallerichocken på efter middagen den 12 september 1683 rullade ner från höjden nordväst om Wien och krossade det osmanska motståndet. Anfallet brukar framställas som det största kavallerianfallet i världshistorien.I detta avsnitt av Militärhistoriepodden diskuterar Martin Hårdstedt och Peter Bennesved olika aspekter på en av de mer dramatiska händelserna i det habsburgska rikets historia. Det osmanska anfallet och belägringen av Wien 1682-83 är en del av kampen mellan osmanska riket och det västkristna rikena under inte minst 1500- och 1600-talet. I Militärhistoriepodden har vi redan samtalat om Konstantinopels fall 1453, belägringen av Malta 1565 och sjöslaget vid Lepanto 1571.Det är trots allt tveksamt om det var en kamp mellan kristendom och islam. I det europeiska maktspelet var det osmanska riket en viktig bricka och aktör. Ludvig XIV:s Frankrike såg positivt på att det habsburgska riket försvagades genom ett nederlag mot osmanerna. Frankrike hade ambitioner att lägga under sig områden i det vi idag kalla Belgien och tyska områden som ingick i det av Habsburg ledda tysk-romerska riket.När den osmanska krigsförklaringen kom hade separatister i delar av Ungern dessutom gjort gemensam sak med osmanerna. Den osmanske sultanen Mehmet IV sände en stor armé på närmare 200 000 mot Habsburg under storvesiren Kara Mustafa. Habsburg kunde bara räkna med stöd från Polen och delar av Tyskland.Belägringen inleddes i mitten av juli 1683. Den kristna undsättningsarmén var på plats först i början av september. Vi det laget handlade det om dygn innan staden Wien föll. De knappt 15 000 försvararna hade då gjort ett hårdnackat motstånd och slagit tillbaka åtminstone aderton kraftfulla stormningsförsök. Att Wien kunder hålla ut så länge berodde mycket på att osmanerna saknade tungt belägringsartilleri.När undsättningsarméns anfall slutligen träffade den osmanska belägringsarmén insåg uppenbarligen inte Mustafa att det var ett allvarligt hot. Han trodde att det skulle gå att avstyra anfallet och ta Wien samtidigt. Men han trodde fel. Det polska kavalleriets slutanfall bröt slutligen igenom de osmanska leden medan de bästa osmanska trupperna fortsatte att försöka storma staden.I efterspel uppfattade Sobieski att han inte fick tillräckligt erkännande för sin insats. Den habsburgske kejsaren Leopold som flytt Wien och sökt skydd i staden Passau blev högst förargad över att Sobieski dagen efter slaget marscherade i in Wien i triumf. Sobiski hade trott på ett giftermål mellan hans egen son och Lepolds dotter. Av det blev det ingenting. Däremot kunde Leopold förstärka sin maktställning i öster som ett resultat av den osmanska militära kollapsen.Bild: Ottomanerna omringar Wien av Frans Geffels, Badisches Landesmuseum, Wikipedia, Public Domain.Om slaget vid Wien eller Kahlenberg 1683 finns inte mycket på svenska. Två böcker på engelska är Andrew Wheatcrofts The enemy at the gate : Habsburgs, Ottomans and the Battle for Europe (2009) och Peter Dennis Vienna 1683 : Christian Europe repels the Ottomans (2008). Hosted on Acast. See acast.com/privacy for more information.

phoenix runde - Video Podcast
Trumps Zölle - Drohen jetzt Handelskriege?

phoenix runde - Video Podcast

Play Episode Listen Later Jan 23, 2025 44:08


Moderator Alexander Kähler diskutiert mit seinen Gästen: Ulrike Herrmann (taz), Volker Treier (Deutsche Industrie- und Handelskammer (DIHK)), Martin Braml (Universität Passau) und Hao Gui (Deutsche Welle).

New Books Network
Marco Arnaudo, "The Tabletop Revolution: Gaming Reimagined in the 21st Century" (McFarland, 2023)

New Books Network

Play Episode Listen Later Jan 19, 2025 27:19


The Tabletop Revolution: Gaming Reimagined in the 21st Century (McFarland, 2023) is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books Network
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books Network

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in History

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in Science, Technology, and Society
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in Science, Technology, and Society

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books Network
Andrew S. Latham, "Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda" (McFarland, 2024)

New Books Network

Play Episode Listen Later Jan 5, 2025 39:25


How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda (McFarland, 2024) takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in Language
Andrew S. Latham, "Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda" (McFarland, 2024)

New Books in Language

Play Episode Listen Later Jan 5, 2025 39:25


How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. Hey! Listen!: Hypertext Rhetoric and The Legend of Zelda (McFarland, 2024) takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/language

New Books Network
Julien Mailland, "The Game That Never Ends: How Lawyers Shape the Videogame Industry" (MIT Press, 2024)

New Books Network

Play Episode Listen Later Dec 21, 2024 40:39


A guide to the fascinating legal history of the videogame industry, written for nonlawyers.  Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan's Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from distributing a clone of Pac-Man?  Julien Mailland answers all these questions and more in The Game That Never Ends: How Lawyers Shape the Videogame Industry (MIT Press, 2024), an inside look at the legal history that undergirds our favorite videogames. Drawing on a series of case studies as vignettes of the human comedy, Mailland sheds light on why and how the role of lawyers is key for understanding the videogame industry. Each chapter in The Game That Never Ends is a mini-puzzle that pieces together how an important legal issue arose, was resolved, and impacted the industry and the experience of gamers in real time. These chapters are interspersed with shorter chapters called “The Lawyer's Corner,” opportunities to dive deeper into individual cases. Lightly footnoted, these interludes connect the previous chapters together by providing a conceptual meta-analysis. Offering a comprehensive overview of the global legal history of videogames, The Game That Never Ends will leave readers with a nuanced, in-depth, and more global understanding of the videogame industry. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books Network
Tom Boellstorff and Braxton Soderman, "Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie®" (MIT Press, 2024)

New Books Network

Play Episode Listen Later Dec 14, 2024 35:27


The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari's main rival during a key period when videogames were moving from the arcades into the home. In Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie® (MIT Press, 2024), Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision's chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Tom Boellstorff and Braxton Soderman, "Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie®" (MIT Press, 2024)

New Books in History

Play Episode Listen Later Dec 14, 2024 35:27


The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari's main rival during a key period when videogames were moving from the arcades into the home. In Intellivision: How a Videogame System Battled Atari and Almost Bankrupted Barbie® (MIT Press, 2024), Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision's chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history