University town in Lower Bavaria, Germany
POPULARITY
Im katholisch geprägten Passau gab es auch früh evangelisches Leben. Die Versöhnungskirche entstand 1967, ein turmloses Gotteshaus mit Glockenstube. Die große Versöhnungsglocke trägt die Inschrift: "Lasset euch versöhnen mit Gott".
Bergab müssen deine Knie das bis zu Fünffache deines Gewichts aushalten. Knieschmerzen vorprogrammiert - wie du vorbeugst und wann du zum Arzt musst, erfährst du in dieser Folge von Nachwuchs-Journalist:innen der Uni Passau.
75 Jahre erfolgreiche Jugendarbeit! Darauf kann der DPSG-Diözesanverband Passau zurückblicken. Das haben die Pfadfinder auch gebührend mit einem Jubiläumswochenende gefeiert. Workshops rund um das Pfadfindersein, ein großer Georgslauf, ein Festgottesdienst mit Bischof Stefan Oster und eine abschließende Jubiläumsfeier standen auf dem Programm. Stefanie Hintermayr war bei den Workshops mit knapp 120 Kindern mit dabei und erfahren, was es heißt, heute Pfadfinder zu sein.
Wenn der Urlaub beginnt, ist der persönliche Akku oft leer. Das richtige „Auftanken“ ist dann wichtig. Viele nehmen da gerne ein Buch zur Hand. Von Renate Pongratz, der Leiterin des Domladens in Passau, gibt es dafür persönliche Buchtipps, die in jedes Reisegepäck passen.
Cruise travelers are navigating a season of change. Low water on the Danube and Rhine is disrupting peak river cruise sailings, with Avalon Waterways shifting departures from Nuremberg to Passau, AmaWaterways moving guests off the AmaMagna above Budapest, and Viking swapping sister ships to keep itineraries running. On the ocean side, Cunard's Queen Victoria heads to Damen Shiprepair in Rotterdam from October 17 to November 5 for a refit that adds eight new staterooms and refreshes public spaces including the Grand Lobby and Queens Room. And Windstar's newly acquired Star Explorer has arrived at the West Sea shipyard in Viana do Castelo, Portugal, for a conversion that lifts capacity to 224 guests ahead of a December 28 debut.
Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of 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 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 decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of 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 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/education
Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of 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 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
Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of 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 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
Despite decades of inflammatory rhetoric, the real risk of video games lies not in their violent imagery but in the ethical and political sensibilities they normalize. Video games reward speed, efficiency, control, and meritocratic mastery, training players to align with a technolibertarian worldview - one that celebrates individual will, technological power, and skepticism toward collective forms of governance. Rather than asking whether games produce violent individuals, we might more productively ask how they contribute to a commitment to radical capitalism and a belief in highly individualistic worldviews. In this unsettling work David Waddington traces the philosophical roots of technolibertarianism, founded on faith in technological progress and personal freedom. He identifies a darker turn in this thinking, animated by the ideals of Ayn Rand and her archetype of the "tech hero of capitalism." Many games, Waddington argues, invite players to inhabit this archetype, treating mastery, control, and relentless striving as moral virtues. While educational research often praises games for motivating students and fostering problem-solving, Waddington asks a deeper question: What kinds of people do games help us become? Drawing on Martin Heidegger and other thinkers, he explores whether gameplay expands human possibility or narrows it by habituating players to efficient yet restrictive systems. The Hidden Curriculum of Video Games (McGill-Queen's UP, 2026) critiques mainstream game design and educational technology, offering hopeful alternatives and examining reflective games that resist dominant gameplay logics. Written with clarity, passion, and philosophical depth, this thought-provoking work opens new horizons on technology, education, and the moral imagination of 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 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
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored. In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts. 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
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored. In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts. 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
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored. In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts. 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
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored. In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts. 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
Es geht weiter voran im Prozess hin zu einer synodalen Kirche von Passau. Das Synodalteam unter dem Vorsitz von Bischof Stefan Oster hat sich am 17. und 18. Juli zum ersten Mal in Spectrum Kirche Passau getroffen. Mit dabei war auch der Jesuitenpater Clemens Blattert, der das Team im gesamten Prozess begleiten und in der Methode „Konversation im Heiligen Geist“ schulen wird. Stefanie Hintermayr hat von ihm mehr darüber erfahren.
Am Montag hat der PEACEWALK Passau erreicht. Hierzu fand auf dem Jerusalemweg ein öffentlicher grenzüberschreitender Friedens- und Begegnungstag zwischen Bayern und Oberösterreich auf dem Domplatz in Passau statt. Insgesamt 47 Pilgerinnen und Pilger aus mehreren europäischen Ländern waren gekommen. Der PEACEWALK geht über weite Strecken entlang des Jerusalemweges und macht dessen Friedensidee durch eine aktuelle internationale Pilgerbewegung sichtbar.
Contemporary digital gameplay is only accessible by navigating an ecosystem of interfaces that support its computational nature. Account logins, controllers, and an assortment of menus, settings, and other peripheral-to-gameplay elements support a range of practical and necessary functions that result from the transformation of gameplay into digital gameplay, as well as broader shifts toward an increasingly networked and data-driven world. The games industry has adopted usability testing on top of play testing to evaluate how these interfaces may influence the accessibility and success of their game software, but how embedding gameplay within webs of software, hardware, and platform infrastructures impacts the medium, players, and production has not yet been fully explored. In Thresholds of Digital Gameplay (MIT Press, 2025), Daniel Gardner demonstrates how a series of interfaces and other elements on the periphery of digital gameplay fundamentally alter the phenomena of gaming. This book examines non-gameplay-centered material or mechanical attachments that surround and enclose gameplay while directing or mediating our experience of it—for example, access controls, character configuration, and microtransactional storefronts. 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
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.
Wie landet die eigene E-Gitarre plötzlich in Kirk Hammetts persönlicher Sammlung?
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!
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
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.
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/
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.
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
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
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