Podcasts about Passau

University town in Lower Bavaria, Germany

  • 366PODCASTS
  • 946EPISODES
  • 29mAVG DURATION
  • 5WEEKLY NEW EPISODES
  • May 18, 2025LATEST
Passau

POPULARITY

20172018201920202021202220232024


Best podcasts about Passau

Latest podcast episodes about Passau

Zwölfuhrläuten
Bad Abbach in Niederbayern

Zwölfuhrläuten

Play Episode Listen Later May 18, 2025 3:27


Neben dem Gotteshaus stand zunächst ein kleiner, hölzerner Glockenträger, bis diesen 1986 der heutige achtseitige Spitzturm ersetzte. In ihm fand die vorhandene, 1954 in Erding gegossene Glocke Platz, zusammen mit zwei größeren Schwestern aus Passau.

Podcast Bistum Passau
Maria-Hilf-Woche 2025 im Bistum Passau

Podcast Bistum Passau

Play Episode Listen Later May 12, 2025 10:57


Von 20. Juni bis 06. Juli wird im Bistum Passau die Maria-Hilf-Woche gefeiert. Es ist bereits die 10-te Festwoche zu Ehren der Gottesmutter. Ausrufung ist am 24. Mai, am Gedenktag „Maria, Hilfe der Christen“. Alle Infos auch auf der Bistums-Webseite unter: www.bistum-passau.de

New Books in Communications
Tracy Fullerton and Matthew Farber, "The Well-Read Game: On Playing Thoughtfully" (MIT Press, 2025)

New Books in Communications

Play Episode Listen Later May 11, 2025 33:08


How players evoke personal and subjective meanings through a new theory of player response.  In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. 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, 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/communications

New Books in Popular Culture
Tracy Fullerton and Matthew Farber, "The Well-Read Game: On Playing Thoughtfully" (MIT Press, 2025)

New Books in Popular Culture

Play Episode Listen Later May 10, 2025 33:08


How players evoke personal and subjective meanings through a new theory of player response.  In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. 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, 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
Tracy Fullerton and Matthew Farber, "The Well-Read Game: On Playing Thoughtfully" (MIT Press, 2025)

New Books Network

Play Episode Listen Later May 9, 2025 33:08


How players evoke personal and subjective meanings through a new theory of player response.  In The Well-Read Game: On Playing Thoughtfully (MIT Press, 2025), Tracy Fullerton and Matthew Farber explore the experiences we have when we play games: not the outcomes of play or the aesthetics of formal game structures but the ephemeral and emotional experiences of being in play. These are the private stories we tell ourselves as we play, the questions we ask, and our reactions to the game's intent. These experiences are called “readings” because they involve so many of the aspects of engaging with literary, cinematic, and other expressive texts. A game that is experienced in such a way can be called “well-read,” rather than, or as well as, “well-played,” because of the personal, interpretive nature of that experience and the way in which it relates to our reading of texts of all kinds. The concept of the “well-read game” exists at the convergence of literary, media, and play theories—specifically, the works of Louise Rosenblatt's reader-response theory, Brian Upton's situational game theory, Tracy Fullerton's playcentric design theory, and Bernie DeKoven's well-played game philosophy. Each of these theories, from their own perspective, challenges notions of a separate, objective, or authorial meaning in a text and underscores the richness that arises from the varied responses of readers, who coauthor the meaning of each text through their active engagement with it. When taken together, these theories point to a richer understanding of what a game is and how we might better value our experiences with games to become more thoughtful readers of their essential meanings. 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, 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 Work Chat
#320 Max Wittrock, Co-Founder zeroLabs: Wie man ein Startup für alkoholfreies Bier hochzieht

New Work Chat

Play Episode Listen Later May 9, 2025 47:23


Zu Gast ist Max Wittrock. Max ist ein deutscher Seriengründer, Autor und Content Creator, der vor allem als Mitgründer von mymuesli bekannt wurde. 2007 gründete er gemeinsam mit Hubertus Bessau und Philipp Kraiss in Passau das Start-up mymuesli, das als erstes Bio-Müsli zum individuellen Zusammenstellen im Internet angeboten wurde. Das Unternehmen wurde schnell erfolgreich und gilt heute als Vorreiter im deutschen Food-Startup-Bereich[7][6]. Nach seinem Ausstieg bei mymuesli Ende 2019 widmete sich Wittrock neuen Projekten. Er unterstützte unter anderem die Schokoladenmarke "Jokolade" und gründete zuletzt das Getränke-Startup zeroLabs, das sich auf alkoholfreie und zuckerfreie Biere spezialisiert hat[5][9]. Wittrock ist zudem als Startup-Berater, Speaker und Dozent aktiv, unterrichtet Marketing an der UnternehmerTUM in München und teilt seine Erfahrungen regelmäßig auf LinkedIn[4][6]. 2024 veröffentlichte er das Buch „Von Null auf Welt“, in dem er Gründerinnen und Gründern den Einstieg ins Startup-Marketing erleichtern möchte[5][6]. Wittrock betont immer wieder seine Leidenschaft für den Aufbau neuer Projekte und die Energie der Anfangsphase eines Unternehmens[6][8]. Citations: [1] https://de.linkedin.com/posts/maxwittrock_ich-w%C3%BCrde-gerne-wieder-ein-buch-schreiben-activity-7244243647393673220-vd_- [2] https://www.creatorway.de/blog/max-wittrock [3] https://de.linkedin.com/posts/maxwittrock_als-gr%C3%BCnderin-%C3%BCbernimmst-du-am-anfang-fast-activity-7256947152927543296-BZgV [4] https://www.leadersnet.de/news/78173,max-wittrock-ki-zeitalter-ist-fuers-marketing-der-groesste-shift.html [5] https://www.youtube.com/watch?v=x2vqtBXVdYs [6] https://www.youtube.com/watch?v=gZLdXIGC6ro [7] https://www.lto.de/karriere/im-job/stories/detail/mymuesli-start-up-max-wittrock-interview-deutscher-gruenderpreis [8] https://www.creatorway.de/blog/moritz-keller-max-wittrock-zero-labs [9] https://www.talentrocket.de/karrieremagazin/details/max-wittrock-new-lawyers --- Antwort von Perplexity: pplx.ai/share

Podcast Bistum Passau
„23. Internationaler DJK-Domlauf“ am 18. Mai

Podcast Bistum Passau

Play Episode Listen Later May 7, 2025 6:10


Am 18. Mai findet in Passau der „23. Internationale DJK-Domlauf“ statt. Mehr dazu im Interview. (im Bild v.l. Siegfried Kapfer, Vorsitzender der DJK in der Diözese Passau, Schirmherr Bischof Stefan Oster SDB und DJK Geschäftsführer Philipp Roos)

Podcast Bistum Passau
„Imparando a volare – Fliegen lernen“ - Ausstellung in Spectrum Kirche Passau

Podcast Bistum Passau

Play Episode Listen Later May 6, 2025 2:22


„Fliegen lernen“ lautet der Titel der aktuellen Ausstellung in Spectrum Kirche Passau, die bis zum 31. Juli läuft. Sie zeigt ausgewählte Werke des italienischen Künstlers Armando Fettolini, der in seiner jüngsten Schaffensperiode mit teils hauchdünnem Papier gearbeitet hat. Stefanie Hintermayr hat mit KünstlerSeelsorger Bernhard Kirchgessner gesprochen und sich die Ausstellung genauer angesehen.

How to Wiwi - Der Podcast der Passauer Wirtschaftsfakultät
#147 How to Start ins Sommersemester

How to Wiwi - Der Podcast der Passauer Wirtschaftsfakultät

Play Episode Listen Later May 6, 2025 15:49


Zum Start des Sommersemesters 2025 begrüßen euch unsere Fachschaftssprecher Chris und Jassi mit einem Leitfaden für einen erfolgreichen Semesterstart. Freut euch auf Tipps für effektives Lernen, produktives Arbeiten und eine gute Uni-Life-Balance.Die beiden stellen euch wichtige Orte und Angebote der Uni Passau vor, unter anderem: die Bibliothek, Mensa & Cafés, ZIM - für euren digitalen Start, das Sprachenzentrum, Serviceeinrichtungen wie das Studierendensekretariat, AAA & ZKK und Freizeittipps rund um Passau - vom Biergarten bis zu Events wie der Maidult, die ihr nicht verpassen solltet.Viel Spaß beim Hören - und einen guten Start ins Sommersemester!

VoxTalks
S8 Ep22: Do superstar advisors create star students?

VoxTalks

Play Episode Listen Later Apr 25, 2025 23:09


Getting accepted to an elite PhD programme with a superstar advisor seems like “making it” if you want a research career in economics. But is it? How productive will those young, talented economists become? Half of elite economics PhDs from programmes at MIT, Harvard, Stanford and similar institutions publish next to nothing in the six years after they get their doctorate, and only 10% publish more than a paper or two. Josh Angrist of MIT & Marc Diederichs, University of Passau have studied what they call the economics PhD education production function at elite universities in the US. Tim Phillips asks them how, if these elite programmes are designed to create scholars who go on to publish their research consistently, can the institutions or their advisors do a better job of helping that to happen? Read about the research on VoxEU https://cepr.org/voxeu/columns/prolific-phd-advisors-are-no-guarantee-graduate-student-research-success

New Books in Popular Culture
James Cartlidge, "The Rise of the Roguelite: Inside a Gaming Phenomenon" (CRC Press, 2025)

New Books in Popular Culture

Play Episode Listen Later Apr 24, 2025 28:12


The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspectives on topics such as gender, politics, philosophy, analyses of the influence of roguelikes on roguelites, and discussions of design and mechanics. This book will appeal to those wishing to study and learn more about the roguelites, games studies students and researchers, and game designers interested in this genre. 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Let's face it, most of the popular podcasts out there are dumb. NBN features scholars (like you!), providing an enriching alternative to students. We partner with presses like Oxford, Princeton, and Cambridge to make academic research accessible to all. Please consider sharing the New Books Network with your students. Download this poster here to spread the word. Please share this interview on Instagram, LinkedIn, or Bluesky. Don't forget to subscribe to our Substack here to receive our weekly newsletter. 150 million lifetime downloads. Advertise on the New Books Network. Watch our promotional video. Learn how to make the most of our library. 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
James Cartlidge, "The Rise of the Roguelite: Inside a Gaming Phenomenon" (CRC Press, 2025)

New Books Network

Play Episode Listen Later Apr 23, 2025 28:12


The Rise of the Roguelite: Inside a Gaming Phenomenon (CRC Press, 2025) analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them. The book includes discussions of the historical development and significance of roguelites, critical perspectives on topics such as gender, politics, philosophy, analyses of the influence of roguelikes on roguelites, and discussions of design and mechanics. This book will appeal to those wishing to study and learn more about the roguelites, games studies students and researchers, and game designers interested in this genre. 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, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Let's face it, most of the popular podcasts out there are dumb. NBN features scholars (like you!), providing an enriching alternative to students. We partner with presses like Oxford, Princeton, and Cambridge to make academic research accessible to all. Please consider sharing the New Books Network with your students. Download this poster here to spread the word. Please share this interview on Instagram, LinkedIn, or Bluesky. Don't forget to subscribe to our Substack here to receive our weekly newsletter. 150 million lifetime downloads. Advertise on the New Books Network. Watch our promotional video. Learn how to make the most of our library. 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

All Things Travel
Exploring the Danube River with AmaWaterways (Part 1)

All Things Travel

Play Episode Listen Later Apr 23, 2025 31:46 Transcription Available


Join travel advisors Ryan and Julie as they discuss Ryan's recent river cruise experience on AmaWaterways' Romantic Danube itinerary. In this episode, Ryan shares the first part of his journey, including his pre-cruise adventures in Munich, Germany, and his initial experiences aboard the ship.Episode Highlights:Ryan participated in AmaWaterways' "Seminar on the River" program, combining a typical river cruise experience with special training sessions for travel advisorsThe cruise sailed from Vilshofen, Germany to Budapest, Hungary on a 7-night journeyRyan discusses his pre-cruise stay in Munich, including hotel selection strategies and a food and beer walking tourDetailed insights about logistical considerations: currency exchange, phone service, language barriers, and jet lag managementTransportation from Munich to the embarkation point in Vilshofen via trainThe welcoming experience on the ship, including a special Oktoberfest celebration hosted by the town of VilshofenPort visits to Passau, Germany and Linz, Austria, with excursion options including Český Krumlov in the Czech RepublicDiscussion of AmaWaterways' included excursions and how they're organized into different activity levels (gentle, regular, and active)Ryan's experience traveling solo and how river cruising naturally facilitates making connections with other travelersAmaWaterways River Cruise Insights:Excursions are included in the cruise fare (with one exception in Vienna)Options to book pre/post cruise extensions in destinations like PragueThe logistics of booking air through the cruise line and transfer considerationsHow excursions are organized into small groups for a more intimate experienceWhy river cruising works well for solo travelersStay tuned for the next episode where Ryan will continue sharing his Danube River cruise experience, including shipboard life, dining, and more port adventures!Whether you're considering a river cruise or just curious about European travel, this episode offers valuable insights about planning, logistics, and making the most of your adventure.Want to cruise with Ryan and Julie in July 2025? Join our cruise with friends of the podcast (yes, that's you as a listener)! Check out the details: https://forms.gle/Jpikq82XPQS63v5N8Visit our website, allthingstravelpodcast.com, for freebies and more podcast info! Ready 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!

euroradiofm
Хрысціна Дарапей. У чаканні вайны: як змяняецца палітыка Германіі ў дачыненні да беларусаў

euroradiofm

Play Episode Listen Later Apr 23, 2025 39:23


Хоць новы канцлер яшчэ ў Германні афіцыйна не абраны (хоць усе і не сумняюцца ў тым, што ім стане Мерц), але ўжо можна казаць пра стварэнне кіроўнай кааліцыі. А гэта ў сённяшніх умовах ужо шмат. Адпаведна, узнікаюць магчымасці для аналізу таго, якой можа быць як знешняя, так і ўнутраная палітыка новага ўраду і чаго чакаць у такім важным для беларусаў пытанні, як міграцыйная палітыка і пытанні легалізацыі. Ці можна казаць, што кааліцыя практычна створаная і што з сябе ўяўляюць сілы, якія ў яе ўваходзяць? Якой можа быць палітыка новага ўраду Германіі і чаго чакаць у гэтым сэнсе беларусам, якія хочуць знайсці прытулак у гэтай краіне? Ці варта разлічваць на спрашчэнне працэдуры легалізацыі і ці будзе новы ўрад падтрымліваць беларускія ініцыятывы ў Германіі? На гэтыя ды іншыя пытанні ў эфіры Еўрарадыё адказвае сяброўка Пашыранай рады беларускага аб'яднання ў Германіі Razam, каардынатарка фестывалю Minsk x Minga, супрацоўніца Універсітэта Пасаў (The University of Passau) Хрысціна Дарапей.

Der Pragmaticus Podcast
Die Freiheit der Donauküchen

Der Pragmaticus Podcast

Play Episode Listen Later Apr 22, 2025 38:27


Ein Podcast über die Vielfalt der Donauküchen. Gastrosoph Peter Peter zur kulinarischen Geschichte eines Kulturraums, der fließende Übergänge, aber keine Grenzen kennt. Ein Podcast von Der Pragmaticus.Das Thema:Beef Tartar, Weißwurst, gebackener Fisch, Krautfleckerl, Obers, Palatschinken, Kaffee, Tee, Bier, Wein, Mamaliga, Polenta, Schnitzel, Tafelspitz, Kebab, Cevapcici, Backhendl, Gulasch, Baklava – entlang der 2.857 Kilometer langen Donau treffen Esskulturen aufeinander und verbinden sich zu einer neuen Einheit. Donauküche sei „Culinary correctness“, sagt Gastrosoph Peter Peter. Es schwingt Nostalgie mit, aber warum nicht einigende Vielfältigkeit herbeisehnen oder herbeikochen? Dieser Podcast hat alle Zutaten.  Über machtHungerIn unserer Podcastreihe machtHunger geht es um die Kulturgeschichte des Essens und alle wirtschaftlichen Verstrickungen und politischen Machtspiele, die mit dem Essen und mit kulinarischen Traditionen verbunden sind. macht Hunger ist ein Podcast von Der Pragmaticus. Sie finden uns auch auf Instagram, Facebook, LinkedIn und X (Twitter).Staffel I macht Hunger I: Nationalgerichte macht Hunger II: Frankreichmacht Hunger III: Italienmacht Hunger IV: Das Schnitzelmacht Hunger V: Globale Küchemacht Hunger VI: Zucker!macht Hunger VII: Slawische Küchemacht Hunger VIII: Jenseits des FleischesStaffel IImacht Hunger I: Die Geschichte der Muskatnussmacht Hunger II: Der lange Weg zum Besteckmacht Hunger III: Weltenlenkerin Kartoffelmacht Hunger IV: Alkohol – Geschichte einer rosaroten BrillemachtHunger V: Salz, Ursprung von fast AllemmachtHunger VI: Ekel: Das Grauen bei Tischmachthunger VII: Wie der Tee drei Mal nach Europa kammachthunger VIII: Es trieft! Eine Geschichte vom FettStaffel III machthunger I: Bittersüß: Die Geschichte der Zitrusfrüchtemachthunger II: Warum dieses Weihnachtsessen?machthunger III: Klasse Wein machthunger IV: Gurken für die Ewigkeitmachthungerr V: Gemästete Mäuse: Das Essen der AntikeÜber Peter PeterDer Kulturwissenschaftler Peter Peter ist in der bayerischen Hauptstadt München aufgewachsen, hat in Klassischer Philologie promoviert und ist Autor zahlreicher Bücher über das Reisen und die Kochkulturen dieser Welt (unter anderem verfasste er auch eine Kulturgeschichte des Schnitzels bzw. der österreichischem Küche). Er lehrte an der von Slow Food gegründeten Università delle scienze gastronomiche in Pollenzo und Colorno. Seit 2009 lehrt er für den Masterstudiengang des Zentrums für Gastrosophie der Universität Salzburg das Modul „Weltküchen und Kochsysteme“ und ist Mitglied der Deutschen Akademie für Kulinaristik. Sein jüngstes Buch ist den Zitrusfrüchten und Italien gewidmet. Es heißt Blutorangen und ist im Verlag Klaus Wagenbach erschienen. Für den Pragmaticus hat er einen lesenswerten Einstieg in die Gastrodiplomacy verfasst. macht Hunger ist ein Podcast von Der Pragmaticus. Sie finden uns auch auf Instagram, Facebook, LinkedIn und X (Twitter).

Podcast Bistum Passau
Kolping im Bistum Passau - Institutionelles Schutzkonzept in Kraft

Podcast Bistum Passau

Play Episode Listen Later Apr 17, 2025 9:52


Kolping im Bistum Passau hat für seine Institutionen in der Diözese ein Institutionelles Schutzkonzept erstellt (ISK), in Abstimmung mit der Koordinationsstelle zur Prävention sexualisierter Gewalt im Bistum. Es wurde auf der Diözesanversammlung Anfang März in Kraft gesetzt.

Podcast Bistum Passau
Weiter geht's...im Caritas Weltladen Passau

Podcast Bistum Passau

Play Episode Listen Later Apr 15, 2025 3:57


Mit großer Freude hat der Caritasverband für Stadt und Landkreis Passau e.V. die Neueröffnung des Caritas Weltladen Passau im beliebten Stil und in den ehemaligen Räumlichkeiten in der Kleinen Klingergasse 1 in Passau angekündigt. Mehr dazu im Interview.

Tag für Tag Beiträge - Deutschlandfunk
Konflikt im Bistum Passau: Gemeinde demonstriert für suspendierten Priester

Tag für Tag Beiträge - Deutschlandfunk

Play Episode Listen Later Apr 15, 2025 7:08


Krone, Tobias www.deutschlandfunk.de, Tag für Tag

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

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

New Books in Communications

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/communications

New Books in Science, Technology, and Society
Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024)

New Books in Science, Technology, and Society

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/science-technology-and-society

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

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

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 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 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 |

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