University town in Lower Bavaria, Germany
POPULARITY
Deutschlandweit sind ca. 2,3 % der Bevölkerung von einer Glücksspielproblematik betroffen. Bricht man die Zahlen auf das Gebiet des Bistums Passau herunter, wären das rund 14.000 Betroffene. „Glücksspielsucht“ - unser Gast zum Thema ist Klaas Spettmann von der Fachstelle Glücksspielsucht im Caritasverband der Diözese Passau e.V. (Foto von Nik auf Unsplash)
An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cultural critique, Kawika Guillermo explores the subtle yet transformative influences of video games in shaping them as a queer and mixed-race grandson of two preachers; as a traveller, immigrant, and games scholar; and as a father, caregiver, and mourner. Through a mixture of fanciful musing, rigorous inquiry, and unflinching self-reflection, Of Floating Isles reframes the gamer's retreat from others not as social isolation, but as a quest for a different community, one where they feel seen, heard, and understood. This deep-seated longing to belong, Guillermo suggests, forms the imaginative worlds of video games and the floating isles they conjure. By exploring their own lifelong attachment to video games, Guillermo shows how games can spark rage, confusion, and the desire to escape, but these emotions are not necessarily bad - they are the growing pains that many young people must work through. So too can games provide reflective realms to dwell, to imagine, and to build spaces for queer, trans, racialized, and neurodiverse groups. Envisioning games as forms of poetic interaction, Of Floating Isles boldly conveys their truth-telling powers: their ability to offer guidance in times of loss and hardship, and their power to reveal the oppressive mechanisms of our "real" world. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cultural critique, Kawika Guillermo explores the subtle yet transformative influences of video games in shaping them as a queer and mixed-race grandson of two preachers; as a traveller, immigrant, and games scholar; and as a father, caregiver, and mourner. Through a mixture of fanciful musing, rigorous inquiry, and unflinching self-reflection, Of Floating Isles reframes the gamer's retreat from others not as social isolation, but as a quest for a different community, one where they feel seen, heard, and understood. This deep-seated longing to belong, Guillermo suggests, forms the imaginative worlds of video games and the floating isles they conjure. By exploring their own lifelong attachment to video games, Guillermo shows how games can spark rage, confusion, and the desire to escape, but these emotions are not necessarily bad - they are the growing pains that many young people must work through. So too can games provide reflective realms to dwell, to imagine, and to build spaces for queer, trans, racialized, and neurodiverse groups. Envisioning games as forms of poetic interaction, Of Floating Isles boldly conveys their truth-telling powers: their ability to offer guidance in times of loss and hardship, and their power to reveal the oppressive mechanisms of our "real" world. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
Predigt anlässlich des Schöpfungstages in Passau zum zehnjährigen Jubiläum der Enzyklika Laudato si'
Der KDFB-Diözesanverband Passau feiert im Oktober 30 Jahre Trauerarbeit. Über die Anfänge, die Angebote und auch die Ausbildung zur Trauerbegleiterin erfahren Sie mehr im Interview. Zu Gast sind die beiden Trauerbegleiterinnen Tanja Kemper und Ulrike König. Außerdem blicken wir speziell auf das Angebot des Trauerfrühstücks. Alle Infos über die Angebote des KDFB finden Sie unter: www.frauenbund-passau.de.
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field's pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. 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
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field's pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. 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
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field's pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. 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
In dieser Folge von Sag doch mal! begrüßt Hostin Janina den Frankfurter Partner Dr. Jörg Herwig aus der Praxisgruppe Private Equity Transactions. Er berichtet von seinem Weg über Passau, Nottingham und New York bis in die internationale Großkanzlei – und gibt Einblicke in die Besonderheiten von Private-Equity-Deals, von Managementbeteiligungen bis zu W&I-Versicherungen und seine Rolle als Local Personnel Partner und die Nachwuchsförderung bei Hogan Lovells. Außerdem spricht Jörg über das aktuell hoch spannende Thema Künstliche Intelligenz und wie Legal Tech und KI künftig den Anwaltsberuf verändern werden. Im Gespräch mit Janina gibt der erfahrene Partner praktische Tipps für Berufseinsteiger:innen und spannende Einblicke in die Zukunft der juristischen Arbeit und verrät auch einige persönlichen Anekdoten.
Die erste Ferdinand-Ulrich-Tagung in Passau war ein voller Erfolg! Zahlreiche Gäste – auch weit über die Bistumsgrenzen hinaus – waren gekommen, um an der Tagung über den 2020 verstorbenen großen Religionsphilosophen teilzunehmen. Neben Bischof Stefan Oster SDB und Dogmatikprofessor Prof. Dr. Manuel Schlögl waren namhafte internationale Referentinnen und Referenten eingeladen. Mehr zu dieser spannenden Tagung erfahren Sie von Stefanie Hintermayr.
Wenn jemand eine Reise tut...dann muss er auch irgendwann einmal wieder retour nachhause. So sehr uns Passau in die Arme genommen hat - einmal St. Pölten immer St. Pölten
Michael Ostrowski ist österreichischer Schauspieler, Regisseur, Autor und Moderator. Er schafft es, seinen Figuren Tiefe zu verleihen und dabei immer eine gewisse Exzentrik beizubehalten. Bekannt ist er etwa als Privatdetektiv Ferdinand Zankl aus der ARD-Reihe Ein Krimi aus Passau oder als Pathologe Günter aus den Eberhofer-Krimis. Er hat etwas Verschmitztes, Freundliches, Positives – und bringt eine unglaubliche Leichtigkeit in viele seiner Rollen, aber auch ins echte Leben. Ihr werdet erfahren, warum Würfeln in seinem Leben eine besondere Rolle spielt. Es geht um diese besonderen Momente, die einfach passieren – und einen dann ein ganzes Leben lang begleiten. Außerdem haben wir gemeinsam die Werte bestimmt, die ihm im Leben am wichtigsten sind. Anfangs fand er die Idee gar nicht so toll – doch am Ende hatte er großen Spaß daran. Podcast-Tipp „Legion“: https://www.ardaudiothek.de/sendung/legion/urn:ard:show:2e03fce3739ab514/
Das #koffeinmobil bahnt sich wieder seinen Weg durch die Straßen des Landes und macht - nach langer Zeit wieder einmal - die Autobahnen des benachbarten Auslandes unsicher (Safety first!).Am Ende ist dabei wieder ein kompaktes Hörvergnügen der Sonderklasse entstanden, das Freihaus an eure Ohren geliefert wird. Bon appétit!
Hallo und herzlich willkommen! In diesen Outtakes geht es um ein ultra lange und frustrierende Fahrt mit der Deutschen Bahn. Danach geht es noch um Träume. Vorher, im sogenannten Harry Potter Podcast, geht es aber um die dritte Aufgabe des dreimagischen Turniers. Bestimmt ist diese Hecke und alles was damit zu tun hat magisch. Ansonsten würden sämtliche Distanzangaben absoluter quatsch sein. Aber oft ist ja auch einfach alles Quatsch. Genauso wie eure beiden Pokalsieger aus Passau, die sind kompletter Quatsch. Viel Spaß mit diesem Podcast Erzeugnis! Werbung: GroverAchtung Apple Sale bis zu 25% auf Apple Produkte ab 25.08. - mit Code HAGRIDAPPLE zusätzlich 40€ Rabatt auf den ersten Mietmonat. Ab einer Mietdauer von 6 Monaten. Nur für NeukundInnen. Gilt für alle Produkte - auch für rabattierte Produkte. https://www.grover.com/de-de?utm_source=hagridshuette&utm_medium=podcast&utm_campaign=de_b2c_hagridshuette_030825
Die "Digitalisierung" unseres Alltags schreitet stetig voran. Und immer mehr Anwendungen setzen auf Künstliche Intelligenz. Dadurch steigt aber auch der Stromverbrauch von Rechenzentren. Wie sie trotzdem klimaneutral arbeiten können, zeigen erste "grüne" Rechenzentren. Ein Podcast von David Globig. Credits: Autor: David Globig Sprecher: Gudrun Skupin, Jerzy May, Thomas Morawetz Technik: Andreas "Otto" Schellinger Redaktion: Pamela Wershofen Unsere InterviewpartnerInnen: Jens Gröger, Forschungskoordinator für Nachhaltige digitale Infrastrukturen, Öko-Institut Berlin: https://www.oeko.de/das-institut/team/team-detail/jens-groeger/ Markus Stepper, Gesamtprojektleiter für das "LEW Green Data Center", LEW TelNet GmbH, Augsburg: https://www.green-data-center.de/ Prof. Harald Kosch, Vizepräsident für Akademische Infrastruktur und IT, Universität Passau: https://www.fim.uni-passau.de/verteilte-informationssysteme/lehrstuhlteam/personendetails?config_id=a8d16e612076595e5b55aa227262539d&module=TemplatePersondetails&range_id=l07&target=60244&username=kosch01&cHash=d72b40116001b6e330b76b4a61a3cd62 Prof. Gitta Kutyniok, Lehrstuhl für Mathematische Grundlagen von Künstlicher Intelligenz, Ludwig-Maximilians-Universität München: https://www.ai.math.uni-muenchen.de/members/professor/kutyniok/index.html Prof. Frank Fitzek, Deutsche Telekom Lehrstuhl für Kommunikationsnetze, Technische Universität Dresden: https://tu-dresden.de/tu-dresden/profil/exzellenz/bright-minds/Prof-Frank-Fitzek Dr. Michael Förtsch, Gründer und CEO, Q.ANT GmbH, Stuttgart: https://qant.com/de/ Links: Gesetz zur Steigerung der Energieeffizienz in Deutschland (Energieeffizienzgesetz - EnEfG): https://www.gesetze-im-internet.de/enefg/BJNR1350B0023.html Studie des Öko-Insituts "Umweltauswirkungen Künstlicher Intelligenz": https://www.oeko.de/publikation/umweltauswirkungen-kuenstlicher-intelligenz/ Bavarian Green Data Center an der Universität Passau: https://www.uni-passau.de/bereiche/presse/pressemeldungen/meldung/auf-dem-weg-zum-klimaneutralen-rechenzentrum-digitalministerin-gerlach-und-praesident-der-universitaet-passau-unterzeichnen-kooperationsvereinbarung-fuer-modellprojekt Next Generation AI Computing (gAIn): https://tu-dresden.de/ing/elektrotechnik/die-fakultaet/aktuelles/news/ki-projekt-gain-soll-mit-tud-beteiligung-sachsen-und-bayern-eine-internationale-fuehrungsrolle-fuer-computing-technologien-verschaffen Zum Weiterhören: IQ - Wissenschaft und Forschung "KI macht Musik - So komponiert künstliche Intelligenz - Besser als der Mensch?", von Martin Schramm https://www.ardaudiothek.de/episode/urn:ard:episode:de6818fd6467b712/ Wir freuen uns über Post von Euch: WhatsApp (https://wa.me/491746744240) oder iq@br.de Falls Euch der IQ-Podcast gefällt, freuen wir uns über eine gute Bewertung, einen freundlichen Kommentar und ein Abo. Und wenn Ihr unseren Podcast unterstützen wollt, empfehlt uns gerne weiter! IQ verpasst? Hier könnt ihr die letzten Folgen hören: https://1.ard.de/IQWissenschaft
Vorbereitungsturniere in der Sommerpause: Eigentlich ganz nice. Daher gibts in dieser Episode einen Rückblick auf den Ligapokal - das vielleicht größte Vorbereitungsturnier. Vom Olympia-Sommer 1972 bis zur letzten Austragung 2007. Von den Anfängen über den Fuji-Cup, den DFB-Supercup, den Premiere Ligapokal, dem DFL-Ligapokal bis hin zu den letzten Finals gibts die Entwicklung eines Wettbewerbs, der heute fast in Vergessenheit geraten ist. Der Startschuss fiel 1972: Wegen der Olympischen Spiele in München begann die Bundesliga-Saison verspätet, und erstmals wurde ein Ligapokal ausgetragen – mit 32 Teams. In den 1980er-Jahren folgte der Fuji-Cup, der kleine Städte wie Passau, Koblenz oder Herne zu Austragungsorten machte. Parallel lief der DFB-Supercup, der jedoch unter schwachen Zuschauerzahlen litt. 1997 verschmolzen Fuji-Cup und Supercup zum DFB-Ligapokal - zumindest inoffiziell. Meister, Pokalsieger, Vizemeister und weitere Top-Teams kämpften in kleineren Stadien um den Titel. Finanziell lohnend für die Vereine, aber oft nur im Pay-TV zu sehen. Sportlich dominierten der FC Bayern München, später auch Hertha BSC, Werder Bremen, Schalke 04 und der Hamburger SV. Trotz Stars wie Giovane Élber (Rekordtorschütze) und Hasan Salihamidžić (Rekordspieler) nahm das Interesse stetig ab. 2007 sicherte sich der FC Bayern den letzten Titel, bevor der Wettbewerb eingestellt und durch den DFL-Supercup ersetzt wurde. Die Episode bietet einen umfassenden Überblick über unter anderem: Die Entstehung und Entwicklung des Ligapokals Höhepunkte und Kuriositäten aus Fuji-Cup und Supercup Besondere Spielorte und TV-Übertragungen der 80er- und 90er-Jahre Ein Rückblick auf ein Stück deutscher Fußballgeschichte, das zwischen Sommerpause und Bundesliga-Saison für besondere Momente sorgte und dessen Wiederkehr bis heute offen bleibt.
In diese m Stadtgespräch erfahren Sie mehr über die neuen Glocken für Marbach. Weshalb diese Glocken benötigt werden, warum sie zukünftig im Turm und nicht mehr im separaten Glockenhaus geläutet werden sollen, welche Umbauarbeiten und finanzielle Mittel dafür notwendig sind, erläutern Pfarrerin Tabea Schwarzkopf und Michael Hundertmark von der Kirchgemeinde Marbach im Gespräch mit Richard Schaefer. Zudem rufen sie zu weiteren Spenden auf. Michael Hundertmark berichtet außerdem von seinen Eindrücken beim Glockenguss in Passau.https://fv-kirche-erfurt-marbach.de https://www.marbach-salomonsborn.dehttps://www.kirchenkreis-erfurt.de/kirchen-und-gemeinden/erfurt-marbach-salomonsborn#glocken #kirche #marbach #glockenstuhl #erfurt#buergerradio #stadtgespraech#stadtnews #offenesendeflaeche
Ref.: Domvikar Msgr. Dr. Bernhard Kirchgessner, Leiter von Spectrum Kirche - Exerzitien- und Bildungshaus auf Mariahilf, des Diözesanen Zentrums für Liturgische Bildung und der Künstler-Seelsorge, Dozent, Autor, Passau
На фоне пагаршэння сітуацыі з міграцыйным заканадаўствам у шэрагу краін Еўрасаюза і ЗША рашэнне Германіі прыпыніць выдачу гуманітарных віз выглядае не больш, чым непрыемным момантам. Але насамрэч ён можа мець непрыемныя, а часам і катастрафічныя наступствы для беларусаў, якія шукаюць магчымасці выехаць з краіны з-за пераследу. Але насуперак усім гэтым пагаршэнням беларусы не апускаюць рукі і працягваюць рабіць сваю беларускую справу: праз прасоўванне нашых інтарэсаў, праз культурніцкую дыпламатыю. Што стала нагодай для такога рашэння ўладаў Германіі наконт гумвіз і якіх “сюрпрызаў” чакаць далей? Як за пяць гадоў у эміграцыі змяніўся стан культуры і культурніцкага менеджэменту і ці ёсць чым хваліцца? Ці адбудзецца сёлета на мюнхеншчыне ІV беларуска-нямецкі фэстываль культуры Minsk x Minga і з якой праграмай? На гэтыя ды іншыя пытанні ў эфіры Еўрарадыё адказвае сяброўка Пашыранай рады беларускага аб'яднання ў Германіі Razam, каардынатарка фестывалю Minsk x Minga, супрацоўніца Універсітэту Пасаў (The University of Passau) Хрысціна Дарапей
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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/american-studies
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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/education
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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/african-american-studies
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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/art
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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/literary-studies
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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/book-of-the-day
With no flood plain, river water in Passau can rise high and quickly threatening people and property. And when the water rises, students in the university town come together for swift community action.
Im Bistum Passau startet im Herbst ein Kurs mit dem Titel: Kess-erziehen: Abenteuer Pubertät. Er richtet sich an Väter und Mütter von Jugendlichen im Alter von 11 bis 16 Jahren. Mehr dazu im Interview.
Für die Ferienzeit haben wir Buchtipps aus dem Domladen in Passau. Die stellv. Leiterin Renate Pongratz hat für uns interessante Tipps ausgesucht und stellt sie uns kurz vor - vielleicht ist ja auch für Sie was dabei!
Der Passauer Priester und Dogmatik-Professor Manuel Schlögl ist einer der Referenten bei der Tagung zur Philosophie von Ferdinand Ulrich in Passau von 12. bis 14. September. Unter dem Titel „Geschenktes Dasein – Ferdinand Ulrich und die Philosophie der Gabe“ wird das für Ulrich zentrale Thema der Gabe in den Blick genommen. Im Interview gibt Prof. Schlögl Einblick in die Themen und das Werk von Ferndinand Ulrich. (Bild: Wolfgang Krinninger)
In 1550 Spanish court records show that the Augsburg armorer Kolman Helmschmied was paid an advance of 2,000 ducats for a full armour for king Philipp II. The final price for this piece was 3,000 ducats. At the same time Raphael could charge at max 170 ducats for an altarpiece. Even the Renaissances' best paid artist, Michelangelo received just 3,000 gold florins for the painting of the ceiling of the Sistine chapel. Armour, along with tapestries, were the most valuable artworks of the 15th and 16th century.That was just one set of armour made for the most powerful monarch of the time. But what about the thousands of soldiers he commanded, did they have armour? Oh yes they did. Not quite as sophisticated and certainly not as decorated, but they did. And where did these thousands of helmets and breast and back plates come from? From the same places where their prince's fancy metalwork came from, from Nürnberg and Augsburg. Their swords came from Passau and Solingen and their firearms from Suhl. How come these mostly southern Germn cities became the armories of Europe whose output clad the armies that fought the never-ending wars of the 15th, 16th and 17th century? How did they supersede Milan, the centre of weapons production in the preceding century in terms of quality, scale and availability, and create a tradition of metalworking and entrepreneurship that lasts until today?That is what we will look at in this episode.
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
Bavarikon ist das Internetportal des Freistaats Bayern zur Präsentation von Kunst-, Kultur- und Wissensschätzen aus Einrichtungen in Bayern. Beteiligt sind Archive, Bibliotheken und Museen sowie Institutionen der Landesverwaltung, der Denkmalpflege und der Wissenschaft. Mit dabei ist auch das Bistum Passau. Wir reden über bavarikon, was das Bistum Passau dort zeigt und die Beteiligung der Uni Passau - reinhören und noch mehr entdecken unter: www.bavarikon.de
Seit 50 Jahren gibt es im Bistum Passau die Telefonseelsorge. Und die ist heute genauso gefragt, wie damals. Rund um die Uhr – 24 Stunden - 7 Tage die Woche - ist dort jemand erreichbar. Und rund um die Uhr, wird dort auch angerufen. 50 Jahre Telefonseelsorge ist das Thema im Interview. 0800/ 111 0 222 ist übrigens die Nummer der Telefonseelsorge – wenn sie Hilfe brauchen. Anonym. Kompetent. Rund um die Uhr.
It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game? Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was just the goofy dream of House House, four friends in Melbourne, Australia. What began with a photo of a goose and the joking caption "Let's make a game about this" transformed into one of the wittiest and most stylish games of its generation. Through interviews with the creators and their co-conspirators, journalist and developer James O'Connor tells the story of how this indie megahit came to be, revealing how the team succeeded by evolving their friendship into an art practice, contributing to the wider Australian game development scene, trusting their own good taste, and never, ever naming their game. James O'Connor has been writing about games for most of his adult life. His work has been featured on IGN, GameSpot, Edge, and beloved Australian magazine institutions Hyper and PC PowerPlay. He has also worked as an academic, teacher, game developer, and in a handful of other roles around games. 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
It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game? Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was just the goofy dream of House House, four friends in Melbourne, Australia. What began with a photo of a goose and the joking caption "Let's make a game about this" transformed into one of the wittiest and most stylish games of its generation. Through interviews with the creators and their co-conspirators, journalist and developer James O'Connor tells the story of how this indie megahit came to be, revealing how the team succeeded by evolving their friendship into an art practice, contributing to the wider Australian game development scene, trusting their own good taste, and never, ever naming their game. James O'Connor has been writing about games for most of his adult life. His work has been featured on IGN, GameSpot, Edge, and beloved Australian magazine institutions Hyper and PC PowerPlay. He has also worked as an academic, teacher, game developer, and in a handful of other roles around games. 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
It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game? Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was just the goofy dream of House House, four friends in Melbourne, Australia. What began with a photo of a goose and the joking caption "Let's make a game about this" transformed into one of the wittiest and most stylish games of its generation. Through interviews with the creators and their co-conspirators, journalist and developer James O'Connor tells the story of how this indie megahit came to be, revealing how the team succeeded by evolving their friendship into an art practice, contributing to the wider Australian game development scene, trusting their own good taste, and never, ever naming their game. James O'Connor has been writing about games for most of his adult life. His work has been featured on IGN, GameSpot, Edge, and beloved Australian magazine institutions Hyper and PC PowerPlay. He has also worked as an academic, teacher, game developer, and in a handful of other roles around games. 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
Eigentlich sollte der Deutsche Bundestag heute einen neuen Richter und zwei Richterinnen für das Bundesverfassungsgericht bestimmen - am Ende wurde kein Kandidat gewählt. Hintergrund ist ein Streit innerhalb der Abgeordneten über eine Bewerberin, den die SPD vorgeschlagen hat. Jetzt wurde die Wahl vorerst verschoben. Und was sagt es über den Zusammenhalt von Union und SPD als Koalitonspartner aus? Unsere Moderatorin Gabriele Gerlach hat hierfür mit dem Verfassungsrechtler Herr Professor Doktor Tristan Barczak von der Universität Passau gesprochen. Danach wagt unser Hauptstadtstudio-Korrespondent Tim Aßmann einen Blick in die Zukunft.
Das Freiwillige Soziale Jahr (FSJ) ist eine beliebte Möglichkeit für junge Menschen, sich gesellschaftlich zu engagieren, Erfahrungen zu sammeln, sich persönlich weiter zu entwickeln und seine Interessen auszuloten. Zwei junge Frauen machen derzeit ein FSJ im Bistum Passau.
Wir erkunden heute ein Stück Passauer Stadtgeschichte und nehmen unter anderem das älteste Mauerwerk in Niederbayern in den Blick. Römische Spuren in Passau werden im RömerMuseum Kastell Boiotro in Passau lebendig. Mehr dazu im Interview.
Ultima and World-Building in the Computer Role-Playing Game (Amherst College Press, 2024) is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series' storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima's celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima's reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series' legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games' production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design. Carly A. Kocurek is professor of digital humanities and media studies at the Illinois Institute of Technology. She is the author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) and Brenda Laurel: Pioneering Games for Girls (Bloomsbury, 2017).Matthew Thomas Payne is associate professor of ?lm, television, and theatre at the University of Notre Dame. He is the author of Playing War: Military Video Games after 9/11 (NYU Press, 2016), and is a co-editor of How to Play Video Games (NYU Press, 2019) and Joystick Soldiers: The Politics of Play in Military Video Games (Routledge, 2009). 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 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
Blütenpracht auf dem Acker: Warum Landwirten das Ärger bereitet (Von Lucia Hundbiß und Michael Ries) / Patient Wald: Die neue Waldzustandserhebung liegt vor (Von Katrin Aue) / Sich gegenseitig besser verstehen: Landwirte werden Jäger (Von Peter Allgaier) / Chemikalie TFA im Wasser: Was das für Folgen hat (Von Rebecca Reinhard) / Hitzecheck: Gelbe Karte für Landshut, Passau und Regensburg (Von Kathrin Unverdorben) / Gift-Angriff: Ein Ameisennest in Nabburg wurde zerstört (Von Doris Fenske) / Seltener Schmetterling: Die Suche nach dem Schwarzer Apollo (Von Ralph Wege) // Moderation: Doris Fenske
Lebensmittelverteilung im Gazastreifen läuft nach zwei Tagen Pause wieder an, US-Präsident Trump mobilisiert nach teilweise gewaltsamen Protesten gegen Einwanderungsbehörde die Nationalgarde, Abschluss der "World Pride" in Washington, Polizei in München erschießt mit Messer bewaffnete Frau, Haftbefehl gegen Mann in Passau nach Autofahrt in Menschenmenge, Bundesinnenminister Dobfrindt plant Ausstattung der Bundespolizei mit Tasern, "Karneval der Kulturen" erreicht mit Umzug Höhepunkt in Berlin, Christinnen und Christen feiern Pfingsten, Hörfunk- und Fernsehmoderator Carlo von Tiedemann im Alter von 81 Jahren verstorben, Deutsche Fußballnationalmannschaft unterliegt Frankreich im Spiel um Platz drei in der Nations League, "Füchse Berlin" erstmal Deutscher Meister im Handball, Deutsche Erfolge bei der Europameisterschaft der Rhythmischen Sportgymnastik, Das Wetter Hinweis: Die Beiträge zum Thema "Nations League" und "Rhythmische Sportgymnastik" dürfen aus rechtlichen Gründen nicht auf tagesschau.de gezeigt werden.
Get ready for the fight of your life in Go Straight: The Ultimate Guide to Side-Scrolling Beat-'Em-Ups (Bitmap Books, 2022). Written by award-winning author Dave Cook, and opening with a foreword by legendary Double Dragon creator, Yoshihisa Kishimoto, this odyssey through bare-knuckle nostalgia features over 200 games spanning 37 years. At over 450 pages, Go Straight takes a deep dive into familiar beat-'em-up legends like Double Dragon, Golden Axe, Final Fight and Teenage Mutant Ninja Turtles, as well as delving into the more obscure brawlers you just have to try, like Denjin Makai, Shadow Force and Gaia Crusaders. As well as reviewing each game, Go Straight features hints, tips and guides to levels and enemies. The book is packed full of screenshots, sprites and level maps, all lovingly curated and presented to our usual high standards. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter 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
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