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The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter 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/communications
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter 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/technology
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
Ein Freiwilligendienst, wie ein Freiwilliges-Soziales-Jahr oder auch der Bundesfreiwilligendienst in Deutschland, sind ein soziales Bildungsjahr für Engagement, Berufsorientierung und persönliche Weiterentwicklung. Die Caritas in Passau bietet hier diverse Möglichkeiten an – darüber reden wir. Und außerdem lernen wir einen aktiven Freiwilligen-Dienstler kennen, der eine Besonderheit darstellt, er ist schon über 60 Jahre alt.
Architektur zwischen drei Flüssen, Beethoven zwischen Tradition und Eigenweg: Pianist Mao Fujita spricht im Interview über Passau, Kent Nagano, das Deutsche Symphonieorchester Berlin und seine Suche nach einem ganz eigenen Beethoven-Klang.
In den Schulen in Essen sollen sich alle sicher fühlen. Die Stadt setzt ihr Programm weiter um und will vor allem Fortbildungen für Lehrerinnen und Lehrer anbieten. Die Spieler von Rot-Weiss Essen sind im Trainingslager in Bad Griesbach, in der Nähe von Passau. Unser Radio Essen-Sportreporter ist dabei und ihr lest alles aus dem Trainingslager auf unserer Homepage. Trotz Hitze sind 1600 Läuferinnen und Läufer beim City-Trail mitgelaufen und hatten Spaß.
In der 375. Episode von Irgendwas mit Recht spricht Marc mit Dr. Katharina Pehle. Sie arbeitet als Partnerin bei Bird & Bird in München. Katharina berichtet von ihrem Studium in Passau, Genf und Münster sowie ihrer mühsamen Promotion nach dem zweiten Examen. Als Patent Litigator erklärt sie die Besonderheiten von Patentstreitigkeiten und die Auslegung von Schutzansprüchen am Beispiel von LEDs. Zudem beleuchtet das Gespräch den Unified Patent Court, Opt-out-Verfahren und ihren Weg in die Partnerschaft. Wie läuft eine Promotion nach dem zweiten Examen ab? Warum wählen Patentinhaber oft das Opt-out-Verfahren? Wie vereinfacht man komplexe Technik für Richter? Welche Rolle spielen persönliche Sympathien im Bewerbungsprozess? Antworten auf diese und viele weitere Fragen erhaltet Ihr in dieser Folge von IMR. Viel Spaß!
Predigt von Bischof Dr. Stefan Oster SDB beim Diözesanen Seniorentag, in der Stadtpfarrkirche St. Paul in Passau.
De Belgische federale gerechtelijke politie heeft een 19-jarige man uit Antwerpen opgepakt die wordt gezien als mogelijk kopstuk van een Europese phishingbende. De organisatie maakte alleen al bij Belgische slachtoffers meer dan een half miljoen euro buit en werd volgens het onderzoek deels vanuit Nederland aangestuurd. Stijn Goossens bespreekt het in deze Tech Update. De federale gerechtelijke politie in Oost-Vlaanderen begon in maart van dit jaar een onderzoek naar grootschalige phishing. Dat speurwerk leidde naar een 19-jarige Antwerpenaar, die volgens de politie een leidende rol speelde in het netwerk. Speciale eenheden arresteerden hem op 29 juni in een Airbnb in Antwerpen, kort nadat hij was teruggekeerd uit Dubai. De onderzoeksrechter liet hem aanhouden. De werkwijze van de bende was gestructureerd. Slachtoffers kregen eerst valse e-mails die afkomstig leken van overheidsinstanties. Daarna werden ze telefonisch benaderd door een nep-bankmedewerker, die hen overtuigde om overnamesoftware te installeren. Via die software kregen de criminelen toegang tot bankgegevens. De verdachte betaalde zijn reizen naar Dubai naar verluidt met de bankpassen van slachtoffers. Het onderzoek is nog niet afgerond. De politie gaat ervan uit dat achter de feiten een grotere criminele organisatie zit die vanuit Nederland wordt aangestuurd en waarvan een deel van het netwerk ook in Nederland actief is. Er moeten dus nog meer verdachten worden opgespoord. Verder in deze Tech Update ChatGPT komt in een experiment overtuigender over dan echte politici. Onderzoekers van de Universiteit van Passau lieten bijna duizend Britten antwoorden beoordelen op vragen uit het BBC-programma Question Time, afgewisseld met door ChatGPT gegenereerde reacties op basis van Wikipedia-profielen. De AI-antwoorden werden authentieker, duidelijker en meer to-the-point gevonden, wat volgens de onderzoekers laat zien hoe eenvoudig overtuigende nepberichten uit naam van politici te maken zijn. Zometeen in De Schaal van Hebben: Zendure Solarflow 2400 AC+See omnystudio.com/listener for privacy information.
Show Notes:River cruising has officially gone mainstream — and a recent US News & World Report ranking proves it. For the first time, they ranked river cruise lines based on expert and traveler ratings, industry awards, pricing, and itineraries. AmaWaterways took the top spot, followed by Uniworld Boutique and Viking River Cruises. Ryan and Julie dig into what makes river cruising so compelling, and then go beyond the basics to highlight four specialty cruise experiences that match your interests — not just your dates.Christmas Market Cruises If you've ever considered river cruising, this has probably crossed your mind. AmaWaterways' Taste of Christmas sailings take you along the Rhine from Amsterdam to Basel, stopping in Cologne, multiple German towns, and Strasbourg, France — famously described as the real-life town from Beauty and the Beast. Each stop features multiple Christmas markets, onboard holiday celebrations, and seasonal local events. Pack an extra bag.Golf Cruises AmaWaterways' golf itineraries let you play up to five championship courses in Europe with a dedicated guide, luxury Mercedes transfers, club care, and lunch with beer and wine included at each course. Along the Seine, courses include Paris Saint-Germain Golf Club — ranked 14th in Europe and host to the French Open nine times. You'll go home with a scorecard and some serious bragging rights.Oktoberfest & Beer Cruises This seven-night Danube sailing from Germany to Slovakia weaves Oktoberfest experiences into every port. Think underground tours of historic beer tunnels, monastic brewery visits, cellar tastings, and — yes — a hike up to a castle (optional, apparently). The beer comes to you in Passau, Linz, Vienna, Bratislava, and Budapest.Smithsonian Journeys For the intellectually curious traveler, AmaWaterways partners with the Smithsonian Institution to offer sailings with two onboard Smithsonian experts for the entire cruise. Exclusive excursions include a behind-the-scenes tour of Amsterdam's Rijksmuseum, a visit to the EU Parliament in Strasbourg, and a guided tour of the UNESCO-designated Neuf-Brisach Citadel. Same river, deeper experience.Where in the World? Ryan is sending a couple on an incredible Canadian Rockies adventure — Rocky Mountaineer, Banff, Jasper National Park, the Columbia Icefield Skyway, and Glacier National Park in Montana. A trip built for a photography-obsessed traveler and his wife.Next week: stay tuned for another episode of All Things Travel!Wonder and Beyond Travel → wonderandbeyondtravel.comSupport the showLove the podcast? Help us continue to create great travel content by supporting the show. You can do that here: https://www.buzzsprout.com/1197029/supporters/newReady to plan your vacation? Most families are confused and overwhelmed when planning a vacation. We work with you to plan a trip perfect for your family. Saving you time, money, and stress! Visit our website www.allthingstravelpodcast.com and click on "Plan Your Next Vacation"Join the travel conversations and the fun in our Facebook Page and Instagram Page!Please share the show with your travel buddies!! Click this link and share the show!Never miss an episode and help us take you to the top with us by following and leaving a 5-Star review on your favorite podcasting app!
Jasmin Riedl, Politikwissenschaftlerin an der Universität der Bundeswehr München, ordnet den AfD-Landesparteitag in Passau als vor allem machtpolitischen Lagerkampf ein und warnt vor einer inhaltlich geschlossenen, radikal auftretenden Partei: "Aber inhaltlich sind die alle in Richtung eines radikalen bis sehr extremen Kurses und das zeigt sich ja auch an der Beobachtung durch den Verfassungsschutz."
Übertr: Kongress am Park, AugsburgRef.: Pfr. Reinfried Rimmel, Leiter Abteilung Evangelisierung Bistum Augsburg Ref.: Ingrid Wagner, Leiterin Referat für Neuevangelisierung Bistum Passau MISSION:IS:POSSIBLE Augsburg
The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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
The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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/literary-studies
The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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/intellectual-history
The first book-length study on mythology reception in video games, Characters and Characterization in Mythological Video Games (Bloomsbury, 2026) examines how video games characterize mythological characters from the perspectives of classical reception and game studies. Characters are vital to most stories, and many video games. They allow us to enter the fiction of a game, and facilitate our embodiment in the game world. Over time, what are initially blank slates transform into fictional existents with well-developed personalities and goals. In this context, narratology uses the term 'characterization' to refer to how character traits are ascribed to the entities we call 'characters'. How does characterization operate in games? How do players impact this process? How is mythology transformed by video games? What can games 'do' that other media cannot? After establishing a theoretical framework, this book moves to six case studies that each analyze mythological characters in a particular game: Smite, Assassin's Creed Odyssey, Immortals Fenyx Rising, God of War, Theseus and Asgard's Wrath 2. The scope of these studies is diverse, incorporating examples from mainstream, indie and virtual reality gaming. While the book's main focus lies with Greco-Roman mythology, it also includes games with Norse and Egyptian settings, or with playable characters from a wide range of international mythological traditions. Through these case studies, Alexander Vandewalle leads his readers to an understanding of different modalities or 'languages' of mythology reception in games. He argues for a striking diversity in mythological games and their characters, and illuminates how the relationship between games and antiquity is fundamentally one of continuous dialogue and play. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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
Практычна ўсе еўрапейскія краіны маюць патрэбу ў працоўных руках і, адпаведна, зацікаўленыя ў працоўнай міграцыі. Але перасцярогі, што замест працоўнай краіна атрымае вялікую нелегальную міграцыю, прыводзяць да таго, што міграцыйная палітыка ЕС становіцца ўсё больш жорсткай. А рост папулярнасці правых партый з іх антымігранцкімі лозунгамі — да змен нацыянальнага заканадаўства краін Еўрасаюза. А тое, што правыя партыі будуць і далей не толькі набіраць папулярнасць, але і, што цалкам магчыма, прыходзіць да ўлады, відаць па росце рэйтынгаў AfD у Германіі. Як змяняецца палітыка Германіі пад кіраўніцтвам канцлера Мерца і чаму шмат хто ў перакананы, што яго ўрад кідае краіну “ў сцяну”? Ці здолее цяперашняя кааліцыя працягнуць яшчэ пару гадоў і чым небяспечная дамінацыя AfD у выпадку перавыбараў? Чаму адбываецца правы зрух у пытаннях бяспекі і міграцыі і як пытанне мігрантаў палярызуе грамадства? На гэтыя ды іншыя пытанні ў эфіры Еўрарадыё адказвае сяброўка Пашыранай рады беларускага аб'яднання ў Германіі Razam, каардынатарка фестывалю Minsk x Minga, супрацоўніца ўніверсітэта Пасау (The University of Passau) Хрысціна Дарапей
Von Bonifatius lernen - Begabungen einsetzen Herzlich willkommen am Freitagmorgen zum gemeinsamen Beten.Tja, so ist das schon mal. Gestern hatte ich morgens erzählt, dass es wegen der so schlechten Wetterprognose keine Prozession in unserer Stadt geben wird. Aber ich hatte nicht mit dem Engagement der vielen Gemeindemitglieder gerechnet, die morgens um 6.00 Uhr im Regen beschlossen hatten: Die Prozession findet doch statt und alles aufgebaut und vorbereitet haben.Und es wurde so. Eine Statio in der einen Kirche, Prozession zu einer Wiese in der Innenstadt, dort Heilige Messe und dann weiterer Prozessionsweg mit einem Segensaltar und mit dem Abschluss in der Pfarrkirche mit allem Drum und Dran. Und danach Frühschoppen auf dem Kirchplatz mit Gegrilltem und Getränken und viel Freude mit vielen Menschen.Besser kann man, glaube ich, Gemeinschaft und Gemeinde nicht beschreiben. Sich vorfreuen auf den Gottesdienst, der bei Regen in der Kirche gefeiert worden wäre, der Beschluss von einer kleinen Gruppe, die Lust und Mut hatte zu sagen: Wir machen das, und dann die große Festfreude beim gemeinsamen Singen, Beten und Feiern.Ich glaube, dem Heiligen Bonifatius, dem großen Apostel der Deutschen, hat das sehr gefallen. Er predigte im achten Jahrhundert mit großem Erfolg in Hessen und Thüringen, gründete sechs große Klöster und machte sich dann ans Werk, die Kirche zu ordnen und die Bistümer Salzburg, Regensburg, Passau, Würzburg und Erfurt zu gründen.Er wurde dann Bischof in Mainz und war sich nicht zu schade, nochmals eine Missionsreise zu unternehmen, bei der er am 5. Juni 754 den Martertod erlitt.Bonifatius war kein bedeutender Theologe, aber er verband missionarischen Eifer mit einer seltenen Begabung für Organisation und Administration. Und er ist nicht sitzen geblieben auf seiner ersten Berufung, sondern hat sich von Gott immer neu herausrufen lassen zu neuen Aufgaben.Vielleicht ist es das: Er hat die Begabungen, die er von Gott geschenkt bekommen hat, geschult, entwickelt und immer neu eingesetzt.Was sind so Deine Begabungen, die Du heute einsetzen kannst? Welche Fähigkeiten, die Du als Gabe bekommen hast, hast Du noch gar nicht richtig wahrgenommen und ausprobiert?Die Organisatoren und Engagierten gestern haben alle ihre Fähigkeiten und Begabungen eingesetzt und ein wunderschönes Fest möglich gemacht.Das ist eine Überlegung heute wert am Tag des heiligen Bonifatius, des Apostels der Deutschen.
Zahlreiche Gläubige haben mit Bischof Stefan Oster SDB das Hochfest des Leibes und Blutes Christi gefeiert: Fronleichnam. In seiner Predigt ging der Bischof auf die erste Enzyklika von Papst Leo XIV. mit dem Titel Magnifica Humanitas „Die großartige Menschheit“ ein. Seine zentrale Botschaft: Werte sind „an den gebunden, der größer ist als jeder einzelne Wert. Er will unsere Herzen weiten, damit wir eine Stadt bauen, in der die Würde jedes Menschen gewahrt wird – ausnahmslos jedes Menschen – und in der Gott die Mitte ist.“
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. 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 and game studies at the University of Applied Sciences Neu-Ulm, 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 and is editor of the weekly game research newsletter 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/law
Detektive! Ein spannendes Motto, unter dem das traditionelle Pfingstzeltlager vom 26. bis 29. Mai in der Messerschmidmühle bei Perlesreut steht. 96 Kinder und Jugendliche sind dabei und in diese spannende Welt fernab des Alltags eingetaucht. Das Programm mit Lagerolympiade, Spielen, Workshops, Liedern, Lagerfeuer uvm. auf die Beine gestellt hat das Team vom Kirchlichen Jugendbüro Passau. Stefanie Hintermayr war bei der abenteuerlichen Lagerolympiade dabei und mehr erfahren.
Auch dieses Jahr findet wieder ein Diözesaner Seniorentag im Bistum Passau statt. Am 04. Juli in Passau , im Rahmen der Maria-Hilf-Woche. Alle Infos erhalten Sie im Interview.
Wer im Domladen in Passau schon einmal die farbigen Glaskreuze entdeckt hat - der erfährt hier mehr über die Glaskünstlerin, die dahintersteckt: Anja Listl. Die Künstlerin kommt aus Passau und hat u.a. die Glasfachschule in Zwiesel besucht. Wir reden über die Faszination des Werkstoffes Glas, die Glaskunst und das Künstlerdasein. Mehr Infos auch unter: www.anja-listl.de
Send us Fan MailEver dreamed of sailing through the heart of Europe, gliding past medieval towns, vineyards, and centuries-old castles? In this episode of Travel Inspired, veteran travel agents and bestselling cruise authors Rob & Kerri Stuart are fresh off their third cruise on the Danube River — and they're spilling everything.BOOK YOUR CRUISE HEREROOM TOUR - AmaWaterways AmaMagna Cabin 201Link to show as mentioned on the show - the story of "Baggy"From Budapest's stunning riverfront to the charming streets of Passau, Germany, Rob and Kerri walk you through a 7-night Upper Danube itinerary aboard AmaWaterways' flagship ship, the AmaMagna — widely considered one of the finest river cruise vessels in the world. Whether you're a first-time river cruiser or a seasoned traveler looking for your next European adventure, this episode is packed with the kind of honest, practical advice you'll only get from people who do this for a living.In this episode, you'll discover:Why the Danube is one of the best starter itineraries for first-time river cruisersThe difference between Upper and Lower Danube itineraries — and how to chooseWhat makes the AmaMagna so unique (hint: it's twice the width of a standard river cruise ship)Their favorite stops: Budapest, Vienna, Bratislava, Linz, and PassauTips for handling flight cancellations, low water levels, and other travel curveballs like prosHow to navigate customs, tax refunds, and transfers in EuropeReal stories from the road — Roman ruins, family-run wineries, Iron Curtain history, and one very rare watchRob and Kerri also share what it's really like when things don't go to plan — canceled flights, reroutes through Zurich, and a last-minute scramble for airport transfers — and how experience and preparation make all the difference.This is expert travel advice from agents who've lived it, not influencers who were paid to say it.
„Mit Schliff“ lautet der Titel der aktuellen Ausstellung in Spectrum Kirche Passau, die bis zum 31. Juli läuft. Sie zeigt ausgewählte Glasskulpturen des niederbayerischen Künstlers Klaus Büchler, die er mit verschiedensten Techniken geschaffen hat. Stefanie Hintermayr hat mit KünstlerSeelsorger Bernhard Kirchgessner gesprochen und sich die Ausstellung genauer angesehen.
„Arbeit – Checkst du?“ ist ein kreativer Filmwettbewerb der CAJ Passau für Jugendliche und junge Erwachsene. Die Teilnehmer setzen sich aktiv mit der Arbeitswelt auseinander, indem sie in Teams kurze, authentische Videos über Ausbildungsberufe produzieren. Mehr dazu im Interview!
We've all been holding on to the edges of our seats to see how the situation in the German cannabis market unfolds. Today, we have the pleasure of having a conversation with Alfredo Pascual, CFA who is renowned as one of the "voices of reason" in the cannabis industry, wherein we go deep into the possible outcomes of the recent regulatory changes.We're sure this episode will be a treat for many.Alfredo Pascual, CFA, is Head of Strategy & Corporate Development at Cannamedical, one of Europe's leading independent medical cannabis companies.He brings a decade of experience in investment analysis, capital allocation, and market and regulatory intelligence within the cannabis industry, having previously served as Executive Director of Seed Innovations Ltd (LON:SEED), on the Supervisory Board of Avextra, and as International Analyst at MJBizDaily.Alfredo is also a CFA Charterholder with an MA in Governance and Public Policy from Universität Passau and a BBA from Universidad Católica del Uruguay, complemented by certifications in pharmaceutical drug regulation.---Resources Mentioned in the Video:• FAZ article• another FAZ mention • Parliamentary inquiry response• EKOCAN reports• EU Council Framework Decision 2004/757/JHA of 25 October 2004• German medical cannabis applications for insurance reach 100,000: MJBizDaily❇️ Get in touch at https://www.thecannabisconversation.co.ukConnect with Nikita Cretu on LinkedIn:https://www.linkedin.com/in/nikita-cretu-b24b83a8/Connect with Thomas Gray on LinkedIn:https://www.linkedin.com/in/thomas-c-s-gray/
Liane Hatz hat in Passau eine AGUS-Selbsthilfegruppe ins Leben gerufen. AGUS steht für „Angehörige um Suizid“. Einmal im Monat gibt es ein Treffen - hier wird eine Plattform für Betroffene geboten.
In Zusammenarbeit mit dem Referat Seniorenseelsorge und der Katholischen Erwachsenenbildung im Bistum Passau e. V. (KEB) bieten die Malteser in Passau wieder eine kostenlose Ausbildung für Ehrenamtliche im Besuchs- und Begleitungsdienst an. Die Ausbildung findet am Samstag, 27. Juni in der Diözesangeschäftsstelle der Malteser in Passau-Hacklberg statt. (im Bild: Referentin Soziales Ehrenamt Rosmarie Friedsam (v.l.) und die zweite Dozentin Katharina Werner sowie die Koordinatorin des Besuchsdienstes Karin Hellwig)
Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture scholars globally, as games studies becomes a more recognized and exciting field of study and as Gothic scholars find new ways to apply their works across emerging mediums. But why have Gothic games risen in popularity since 2010? What do players feel when they play these games? Why are themes surrounding fraught identities, mourning, and monstrosity gaining so much attention? Games That Haunt Us investigates the very nature of the Gothic and how video games provide new ways of connecting with the genre. The scholars in this collection look at why Gothic games are having their moment of popularity, the unsettling themes they evoke in unstable times, why we are fascinated with death and decay, theories surrounding body horror, and how games transform avatars and ourselves. Games That Haunt Us is arranged into three sequential themes: what makes a Gothic game; Gothic environments in game space; and how Gothic bodies are approached and utilized in ludonarratives. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
Er hat den Süden in den Norden gebracht: Hermann Scheuer war Stadtgärtner in Passau und hat hier die einzige Zitrusfrucht heimisch gemacht, die auch Frost aushält: die Pomeranze. 500 Pomeranzen hat er in Passau gepflanzt.
Der 104. Deutsche Katholikentag findet vom 13. bis 17. Mai 2026 in Würzburg statt. Auch das Bistum Passau ist wieder mit einem Stand vor Ort. (Bereit für den Katholikentag: Thomas Huber, Geschäftsführer des Diözesanrats der Katholiken in Passau und Ramona Würdinger, Abteilung Räte und Verbände)
Das Referat Seniorenseelsorge der Diözese Passau beteiligt sich auch dieses Jahr wieder an der bayernweiten Dankaktion der Seniorenseelsorge und Altenheimseelsorge. Anlass ist der Internationale Tag der Pflege, der immer am 12. Mai begangen wird. Das diesjährige Thema lautet „Hab Mut“.
Liedermacher Lukas Reiner wurde 1992 in München geboren. Er hat auch einige Zeit in Passau gewohnt - er ist heute in Leipzig daheim und er ist christlicher Songwriter. Er hat gerade erst wieder einen neuen Song und ein Video veröffentlicht. Mehr dazu im Interview.
Nahezu täglich macht sich der 95-jährige Pfarrer Willibald Nigl auf den Weg über die Marienbrücke von der Passauer Innstadt in die Altstadt und wieder zurück. Sein Lebenselixier: Körper und Geist in Schwung halten, Kontakte pflegen, sein fester Tagesablauf, Disziplin sowie sein täglicher Kaffee!
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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/technology
Martin Pepper zählt seit über 30 Jahren zu den prägenden Stimmen der christlichen Musikszene. Er spielt am Freitag den 08. Mai in der Lobpreiskirche in Passau. Außerdem findet am 09. Mai ein Liedertag statt. Maehr dazu im Interview.
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports. The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. Carlin Wing is Associate Professor of Media Studies at Scripps College. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter 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
Despite its time travel mechanics, high stakes, and pulpy murder plot, Don't Nod Entertainment's 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships. Yet for all the game's specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photographer who discovers she has the ability to rewind time itself. Narrative designer Kaitlin Tremblay offers an intimate close reading in Life is Strange (Boss Fight Books, 2026) through the lenses of personal history, YA fantasy, identity formation, grief, and most of all, choice. If Max is “the sum of all the possible choices that she could make,” as Tremblay writes, then every decision we players make says something about who we are—and who we want to be. Kaitlin Tremblay is a writer and narrative designer. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, 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 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
A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a style in games, tracing its evolution from its origins to the present time. Two labels are of particular importance: the Zen modes (and later, Zen games) of the 2000s, especially during the Casual Revolution, and the slow games or slow gaming movement, which started in the 2010s and is ongoing today. The term “reflective games” is offered as an umbrella to bring together these and other labels to raise awareness and discussion of slow gaming. Víctor Navarro-Remesal is a media scholar specializing in games working at TecnoCampus, Universitat Pompeu Fabra in Barcelona, Spain. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, 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, and is editor of the weekly game research newsletter 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
Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytelling Bioware has ever put to screen. Based on new interviews with DA2 writers David Gaider, Jennifer Hepler, Lukas Kristjanson, as well as editor Karin Weekes, author Charlotte Reber tells the wild behind-the-scenes story of how a team at the top of their game made the best of an impossible assignment to create the series's first fully voiced protagonist, its charmingly unreliable narrator, and a crew of unforgettable party members to bother, befriend, and romance. From DA2's inception to its mishandled marketing campaign to its volatile reactions from players, Reber's book raises a mug of ale to the game that was—and the game that might have been. Charlotte Reber is a fiction writer and gamer with a fascination for telling stories and playing games in unusual ways. She has a handful of degrees in creative writing and children's literature from Wellesley College and Simmons University, and lives in Vermont with her family, several cats, and a suspiciously low number of dragons. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, 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, and is editor of the weekly game research newsletter 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
Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming's growing pains to a broader sense of disorientation, disillusionment and decline in American culture. 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 and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, 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, and is editor of the weekly cost-free game research newsletter 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