University town in Lower Bavaria, Germany
POPULARITY
Rushed through development in just a year to capitalize on the runaway success of its predecessor, Dragon Age II's writing team had only a few months to write an entire game before handing it off to voice acting and development. The result was an often ramshackle sequel featuring a smaller world, fewer companions, and repetitive quests—as well as some of the best characters, dialogue, and storytelling Bioware has ever put to screen. Based on new interviews with DA2 writers David Gaider, Jennifer Hepler, Lukas Kristjanson, as well as editor Karin Weekes, author Charlotte Reber tells the wild behind-the-scenes story of how a team at the top of their game made the best of an impossible assignment to create the series's first fully voiced protagonist, its charmingly unreliable narrator, and a crew of unforgettable party members to bother, befriend, and romance. From DA2's inception to its mishandled marketing campaign to its volatile reactions from players, Reber's book raises a mug of ale to the game that was—and the game that might have been. Charlotte Reber is a fiction writer and gamer with a fascination for telling stories and playing games in unusual ways. She has a handful of degrees in creative writing and children's literature from Wellesley College and Simmons University, and lives in Vermont with her family, several cats, and a suspiciously low number of dragons. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Die Erstkommunion gehört neben Taufe und Firmung zu den Einführungssakramenten. Die Kinder empfangen zum ersten Mal die heilige Kommunion - Leib und Blut Christi in der Gestalt von Brot und Wein. Florian Kandler (Sakramentenpastoral im Bistum Passau) erklärt, wie die Vorbereitung auf das große Fest im Bistum Passau abläuft.
Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming's growing pains to a broader sense of disorientation, disillusionment and decline in American culture. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly cost-free game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Videogame culture is obsessed with development. But gaming is still widely associated with wasted time, squandered potential and backwards attitudes. Even as the average gamer grows older, the medium remains dogged by the same old question: when will videogames grow up? The Gamergate movement lent this question renewed urgency, launching attacks on feminists and “social justice warriors” that have come to be seen as a catalyst for the emergence of the alt-right and election of Donald Trump. Artgames after GamerGate (Palgrave Macmillan, 2025) explores how makers of independent and experimental videogames responded to Gamergate and its aftermath. Analysing key titles released between 2015 and 2018, it shows how artgame designers used assets, characters and mechanics scavenged from classic franchises like Zelda, Street Fighter and Sonic the Hedgehog to review gaming's history, reframe their own biographies and link gaming's growing pains to a broader sense of disorientation, disillusionment and decline in American culture. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly cost-free game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Wie kann Gewalt in der Pflege wirksam verhindert werden? Und wie lassen sich Würde, Grenzen und Schutz der anvertrauten Menschen nachhaltig sichern? Mit diesen Fragen beschäftigte sich der Fachtag des Caritasverbandes für die Diözese Passau e. V. Hauptreferentin, war Prof. Dr. Ursula Immenschuh, Gesundheits- und Krankenpflegerin und Professorin für Pflegewissenschaft an der Katholischen Hochschule Freiburg.
Liebe Hörerinnen und Fans,die 48. Episode von Beim Gast zu Gast ist sozusagen eine Zwischensendung zwischen den vergangenen 47 Folgen von Kraulis und Günthers sehr erfolgreichem Podcast.Warum Zwischensendung? Was passiert in der Zukunft?-- Fix ist: Den Podcast wird es auch weiterhin geben!Allerdings wird das Format etwas umstrukturiert. Künftig gibt es die beiden nur noch als reines Hörformat – also als klassischen Podcast. Ganz neu ist außerdem, dass Günther und Krauli ihr Format nur noch vor Live-Publikum aufnehmen werden. Die jeweiligen Gäste werden zukünftig ebenfalls vorab bekannt gegeben, damit ihr euch Tickets für eure Lieblingsgäste bei den Live-Aufzeichnungen in den verschiedensten Städten sichern könnt.Der Tourplan wird gerade aktualisiert und mit viel Liebe geplant. Die beiden kommen mit ihrem Format in fast alle Gegenden Österreichs und man kann sich auf wirklich tolle Livegäste freuen.In dieser 48. Ausgabe gibt es ein kleines Resümee der vergangenen zweieinhalb Jahre von Beim Gast zu Gast. Die beiden sprechen über ihre Highlights aus den Sendungen und philosophieren über die Zukunft des Podcasts. Natürlich fehlen in dieser Ausgabe – und auch bei den kommenden Live-Sendungen – die Fixpunkte wie „Gastgeschenk“, „Aktion“, das sehr beliebte Sendeende mit den Kreuzfragen und natürlich die Buzzer nicht.Veröffentlichungen 2026:Ab sofort erscheint der Podcast in unregelmäßigen Abständen – ungefähr eine Folge pro Monat!LIVE PODCASTS 2026Donnerstag, 09. April 2026, 20:00 Uhr GÄSTE: Hans Bürger / AVECLive Aufzeichnung im Posthof Linz mit tollen Livegästen, mit vielen Aktionen, Kulinarik und Co.Vorverkaufstickets: Posthof/LinzPosthof: Posthof LinzDonnerstag, 25. Juni 2026, 20:00 UhrGÄSTE: Dirk Stermann / Birgit DenkLive Aufzeichnung im Orpheum Wienmit tollen Livegästen, mit vielen Aktionen, Kulinarik und Co.Vorverkaufstickets: Orpheum/WienOrpheumDonnerstag, 17. September 2026, 20:00 UhrGÄSTE: Norbert Oberhauser / Live Aufzeichnung im Kulisse Wienmit tollen Livegästen, mit vielen Aktionen, Kulinarik und Co.Vorverkaufstickets: Kulisse/WienDiesen "Podgast" gibt es in voller Länge auch visuell auf allen Streaming Plattformen zu genießen!Feedback und Fanpost:deinsenf@beimgast.atSendung: "alles neu"Stadt: Passau Host: Christoph Krauli Held & Günther Lainer
Die Weihe des neuen Erzbischofs von Wien, Josef Grünwidl, gibt uns den Anlass zu einem historischen Überblick der kirchenrechtlichen Entwicklung Wiens als Teil der Diözese Passau zum Bistum 1469 und zum Erzbistum im Jahr 1722.
Ein wohlklingendes Geläut hängt im Glockenturm von St. Sebastian. Die zweitgrößte Glocke stammt von den Gebrüdern Grüninger aus Neu-Ulm, die drei anderen wurden bei Rudolf Perner in Passau gegossen. Zusammen ertönen sie als sogenanntes "Idealquartett" in der Stimmung d, f, g und b.
How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to Video Games and Mental Health: Perspectives of Psychology and Game Design (Transcript Publishing, 2024)(also in Open Access) inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established practices in diagnostics, digital medicine, therapy, and self-help to develop innovative and accessible tools; the latter follows in the tradition of games d'auteur, addressing the topic of mental health from a personal perspective. The contributors to Video Games and Mental Health: Perspectives of Psychology and Game Design (Transcript Publishing, 2024)(also in Open Access) inspect current trends and future perspectives related to these phenomena to inform the work of psychologists and game designers. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/psychology
Nach den US-Drohungen: Wie geschlossen handelt die EU? Zu Gast ist Daniel Göler, Professor für Europäische Politik in Passau. Er sagt - mit einem Satz von Jean Monnet: Europa sei immer schon "die Summe der Antworten, die man auf Krisen gefunden hat."
„Dein Angesicht, Herr, will ich suchen“ (Ps 27,8) - Anwege zum Vater Unser. Der Vortrag von Bischof Stefan Oster am Gebetsabend in Passau.
Als vegan lebender Mensch ist das Verreisen, auch per Kreuzfahrtschiff, nicht ganz einfach. Denn nicht überall gibt es beim Essen vegane Alternativen und selbst wenn, ist es immer mit einigem Organisationsaufwand verbunden – statt einfach unbeschwert den Urlaub genießen zu können. Wir sprechen in dieser Podcast-Episode über eine komplett vegane Flusskreuzfahrt mit dem Veranstalter Vegan Travel und sprechen mit dem Gründer und Inhaber Dirk Bocklage, was eine vegane Kreuzfahrt besonders macht, wie groß die Nachfrage ist und wie er sicherstellt, dass die Reise nicht nur vagan, sondern auch auf einem kulinarisch hohen Niveau stattfindet. Denn schließlich vollen auch Veganer gut essen. Wir sprechen im Podcast aber auch darüber, welche veganen Alternativen es bei Kreuzfahrt-Reedereien insgesamt gibt und wie Veganer auf „normalen“ Kreuzfahrten zurechtkommen. Und natürlich sprechen wir auch über die Flusskreuzfahrt auf der Donau im Winter von Budapest über Passau bis Wien mit Taucks Joy, die Vegan Travel komplett gechartert hatte, sowie die Niedrigwasser-Situation zum Jahreswechsel 2025/26 und ihre Folgen. Die Aftershow fällt diesmal etwas umfangreicher aus. Das liegt am Thema: Wir geben einen Überblick über die 15 neuen Kreuzfahrtschiffe, die 2026 voraussichtlich in Dienst gehen werden. Von ganz klein und luxuriös über reizvolle, mittelgroße bis hin zu den ganz großen, schwimmenden Freizeitparks mit beeindruckenden Features und Möglichkeiten an Bord ist da wieder für jeden Geschmack etwas dabei. Die After-Show, ebenso wie die werbefreie Version des Podcasts, ist ein besonderes Goodie [exklusiv für unsere Unterstützer via Steady](https://steadyhq.com/de/cruisetricks-podcast/about), das wir in einem eigenen, kleinen Podcast bereitstellen. Bei Steady finden Sie als Abonnent eine [genaue Anleitung](https://get.steadyhq.help/hc/de/articles/360002251118), wie Sie diesen Podcast abonnieren können. Werbefrei hören den Podcast all diejenigen von Ihnen, die uns mit einem Steady-Abonnement monatlich unterstützen. Den Podcast und die After-Show gibt es deshalb für Steady-Abonnenten an einem Stück komplett und ohne Werbeunterbrechungen über den personalisierten RSS-Podcast-Feed bei Steady – siehe oben.
Das Miteinander der Generationen steht im Zentrum der diesjährigen Caritas-Jahreskampagne. Unter dem Motto „Zusammen geht was – Caritas verbindet Generationen“ will sich dabei auch der Diözesan-Caritasverband für eine solidarische Gesellschaft und Generationengerechtigkeit einsetzen. Bei der Eröffnungsveranstaltung in Passau haben unter anderem Caritaspräsidentin Eva Welskop-Defaa und Bischof Stefan Oster darüber gesprochen.
00:00 Introduction00:07 Merlin, from the Nuremberg Chronicle00:20 Merlin by Aubrey Beardsley00:24 Prince Arthur Educated by Thomas Pennant01:03 The Mad Prophet01:18 Fresco "Iwein" by Hartmann von Aue, photo Thomas Wozniak, Creative Commons01:37 Alauda arvensis Nest, photo Beentree, Creative Commons01:48 Battle of Crécy by Loyset Liédet01:59 Geoffrey of Monmouth, The Life of Merlin02:57 Zum Wilden Mann, Passau, photo Andreas Praefcke, Creative Commons03:05 The Wild Man by Conrad Meyer03:25 Carrion Crow, photo Marie-Lan Taÿ Pamart, Creative Commons03:28 Phoenix by Friedrich Justin Bertuch03:37 Virtuous Lady Tames Woodwose04:48 Page from the Black Book of Carmarthen05:21 Map of Roman Britain by William and Alexander Keith Johnston05:32 Stonehenge from the Roman De Brut05:43 Myrddin Being Converted to Christianity by Saint Kentigern05:50 Wild Man by Hans Holbein the Younger06:06 The Supernatural Sorcerer06:42 Christ in Limbo by Fra Angelico06:48 Story of Merlin by Jean Colombe07:23 Conception of Merlin by Antoine Vérard08:00 Merlin Reads His Prophesies to King Vortigern08:19 Vortigern and the Dragons by the Master of Edward IV08:57 Red Dragon Sculpture, photo Rickfive, Creative Commons09:22 Uther Pendragon, Aethelbert, Arthur, and Oswald by Matthew Paris09:34 The Holy Grail and the Round Table by Évrard d'Espinques09:52 Uther and Igraine by Wladislaw T Benda10:00 Pelleas and Igraine by Wladislaw T Benda10:06 Gorlois, Uther, and Igraine by Wladislaw T Benda10:30 Uther Pendragon by Howard Pyle10:39 Arthur's Conception10:55 So The Child Was Delivered Unto Merlin by Arthur Rackham11:21 Idylls of the King by Gustave Doré11:58 So The Child Was Delivered Unto Merlin by N C Wyeth12:05 Merlin Dictating Prophesies to His Scribe, Blaise12:18 Young Arthur Retrieving the Sword Excalibur12:36 Gargoyle12:55 Sack of Aquileia, from the Chronicon Pictum12:59 The Achievement of the Grail by Edward Burne-Jones, William Morris, and John Henry Durle13:04 Excalibur, from Ballads of Bravery by George Melville Baker13:39 The Fate of Merlin13:43 Vivian and Merlin by Julia Margaret Cameron14:08 Idylls of the King by Gustave Doré14:18 Diana of the Chase by Anna Hyatt Huntington14:37 Diana Hunting, Via Livenza, Rome, Italy14:45 Secondary Basins of Brittany by Marie-Nicolas Bouillet14:55 The Golden Bough by Joseph Mallord William Turner15:12 Myth of Actaeon, photo Carole Raddato, Creative Commons15:26 Idylls of the King by Gustave Doré15:44 Robert De Boron, Prose Merlin16:17 Idylls of the King by Gustave Doré16:32 Merlin and Vivienne by W Otway Cannell16:42 April by the Brothers of Limbourg16:48 Musician With Tambourine, Man and Maiden Playing Chess, Bodleian Library, Oxford, England16:52 Maidens Dance to the Music of a Citoler Playing, Bodleian Library, Oxford, England16:59 Walther von Klingen by the Master of the Codex Manesse17:04 Duke and Ladies in a Garden by Christine de Pisan17:18 Vivien Bewitches Merlin by Arthur Pyle17:33 Merlin and Nimue by Edward Burne-Jones18:06 Vivien and Merlin by Julia Margaret Cameron18:17 Idylls of the King by Eleanor Fortescue-Brickdale18:23 Merlin and Vivien by George Housman Thomas18:40 The Beguiling of Merlin by Edward Burne-Jones18:53 Witches' Tree by Edward Burne-Jones19:12 Merlin and Vivien, from Tales of the Round Table by Andrew Lang19:18 Idylls of the King by Eleanor Fortescue-Brickdale20:02 Bradamante at Merlin's Tomb by Alexandre-Evariste Fragonard20:30 Conclusion20:51 Awarding the Artists Coat of Arms to Albrecht Dürer by Eugene Napoleon Neureuther20:55 Idylls of the King by Gustave Doré21:13 The Story of Tom Thumb, from The Heart of Oak Books by Charles Eliot Norton21:43 Sleeping Merlin Sculpture at Merlin's Cave, Tintagel, England, photo by Nathan Russell-Raby, Creative CommonsAll works of art are in the public domain unless otherwise noted.Ambiment - The Ambient by Kevin MacLeod is licensed under a Creative Commons Attribution license.
Gerade im Winter und bei teils eisiger Kälte ist das Leben auf der Straße für Obdachlose eine große Herausforderung. Der Caritasverband für Stadt und Landkreis Passau bietet Obdachlosen eine Herberge in Passau an und unterstützt die Mesnchen moit dem Nötigsten. Mehr dazu im Interview. (Bild: KI-generiert mit Gemeni)
Im Bistum Passau startet am 23. Februar wieder ein Kurs mit dem Titel: Kess-erziehen: Abenteuer Pubertät. An 6 Abenden geht es um diese besondere Lebensphase, wenn Kinder reifen und zu jungen Erwachsenen heranwachsen. Mehr dazu im Interview. (Bild: Simona Kehl)
Vom Weihnachts-Live-Podcast aus der Bruckmühle in Pregarten geht es zurück in die wunderschöne Stadt Passau – eine Stadt, die die beiden Sendungsmacher ganz besonders schätzen. Günther war schon unzählige Male in dieser unvergleichbar schönen Dreiflüssestadt, in der er übrigens vor sehr langer Zeit auch einen besonderen Preis verliehen bekam. Welcher Preis das war, erfährt ihr hier in der 47. Ausgabe von „Beim Gast zu Gast“.„Einfach so“ heißen ja die Sendungen, in denen sich Gausl und Krauli immer quer durch jene Stadt bewegen, in der sie gerade Halt machen. Passau ist für eine solche Stadt-Tour geradezu prädestiniert, und die beiden zeigen ihre ganz persönlichen Lieblingsplätze dieser besonderen Stadt.Es wird besonnen und ruhig über die verschiedensten Themen geplaudert. Krauli stellt sein Lieblingslokal in Passau vor, und beide haben große Freude daran, ganz für sich und mit voller Konzentration über Gott und die Welt zu philosophieren. Was die gemeinsame Zukunft der Sendung von GausL und Krauli, so bringt wird auch in deisem Podcast schon angeteasert.Wir weisen darauf hin, dass sich das erfolgreiche Podcast-Format „Beim Gast zu Gast“ in diesem Jahr etwas verändert. Die beiden Hosts sind mit ihrem beliebten Podcast ab April 2026, quer durch Österreich unterwegs und bespielen unterschiedlichste Locations – von Wien bis Innsbruck – jeweils live auf der Bühne mit zwei prominenten Gästen. Die Mitschnitte dieser Live-Veranstaltungen werden anschließend in unregelmäßigen Abständen als Podcast veröffentlicht.Veröffentlichungen 202604.02.2025 Sendung aus Passau Ab dann kommen ungefähr eine Sendung pro Monat, zu unregelmäßigen Veröffentlichungsterminen!LIVE PODCASTS 2026Donnerstag, 09. April 2026, 20:00 Uhr Live Aufzeichnung im Posthof Linz mit tollen Livegästen, mit vielen Aktionen, Kulinarik und Co.Vorverkaufstickets Posthof/LinzPosthof: Posthof LinzDonnerstag, 25. Juni 2026, 20:00 UhrLive Aufzeichnung im Orpheum Wienmit tollen Livegästen, mit vielen Aktionen, Kulinarik und Co.Vorverkaufstickets Orpheum/WienOrpheumDiesen "Podgast" gibt es in voller Länge auch visuell auf allen Streaming Plattformen zu genießen!Feedback und Fanpost:deinsenf@beimgast.atSendung: "einfach so"Stadt: Passau Host: Christoph Krauli Held & Günther Lainer
108 Sternsingerinnen und Sternsinger aus ganz Deutschland waren am Dreikönigstag im Bundeskanzleramt in Berlin zu Gast. Darunter auch vier Sternsinger aus dem Pfarrverband Winzer im Bistum Passau. (Foto: Mika Väisänen Kindermissionswerk)
Das Gotteshaus hat die Form einer Ellipse mit abgeplatteten Schmalseiten. 32 hohe schmale Fenster in den Farben Blau, Violett, Gelb und Rot verleihen der Kirche je nach Sonnenstand eine andere Atmosphäre. Die fünf Glocken in ihrem Turm wurden allesamt 1983 bei Perner in Passau gegossen.
Landwirtschaftliche Familienberaterinnen und Familienberater begleiten und beraten Landwirte und Landwirtinnen sowie deren Angehörige bei Schwierigkeiten, Krisen oder notwendigen Veränderungen. In den Gesprächen mit den BeraterInnen liegt der Schwerpunkt auf persönlichen und zwischenmenschlichen Themen. Ein neuer Ausbildungskurs für Ehrenamtliche startet im Mai. Außerdem feiert die Ländliche Familienberatung im Bistum Passau heuer 35-jähriges Jubiläum. Mehr dazu im Interview. (Bild: The_Northern_Photographer on Pixabay)
Der Tag in 2 Minuten – vom 18.12.
Es gibt zur Ehevorbereitung in vielen Bistümern spezielle Kurse. Aber wie kommen diese Kurse bei den Paaren an? Die kirchliche Ehevorbereitung stand im Mittelpunkt einer großangelegten Studie, wir blicken auf die Ergebnisse - und wir schauen uns das Angbeot im Bistum Passau genauer an. (Bild: Simona Kehl)
Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis's complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright's career; Maxis's failure to back The Sims to completion; and the company's sale to Electronic Arts. Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity's operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo's manga-style “Dr. Wright” character design, just to name a few. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis's complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright's career; Maxis's failure to back The Sims to completion; and the company's sale to Electronic Arts. Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity's operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo's manga-style “Dr. Wright” character design, just to name a few. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis's complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright's career; Maxis's failure to back The Sims to completion; and the company's sale to Electronic Arts. Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity's operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo's manga-style “Dr. Wright” character design, just to name a few. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Wir reden heute über Sternenkinder - das sind Kinder, die während der Schwangerschaft, bei der Geburt oder kurz nach der Geburt versterben. Es gibt einen Verein, der hier für Betroffene umfassende Hilfe anbietet - Kinder des Himmels e.V. aus Fürstenzell bei Passau. (Webseite: www.kinder-des-himmels.de)
Es geht auf Weihnachten zu – die stell. Leiterin im Domladen, Renate Pongratz, stellt uns heute ein paar schöne Geschenkideen vor.
Цягам мінаючага года міграцыйная палітыка краін ЕС у дачыненні да беларусаў не стала больш лагоднай. Наадварот, на шляху да легалізацыі станавілася ўсё больш перашкод, спраўляцца з якімі было альбо вельмі складана, альбо немагчыма. І такое адчуванне, што ў будучыні лягчэй не стане. У тым ліку ў Германіі. Нягледзячы на ўсе намаганні мясцовай беларускай дыяспары змяніць сітуацыю на карысць беларусаў. Якая на сёння міграцыйная палітыка Германіі і як яна закранае беларусаў? Чаму не атрымліваецца дамагчыся змены стаўлення да беларусаў і якая ў вырашэнні міграцыйных праблем роля дыяспары і дэмсіл? Ці рыхтуецца Германія да магчымага супрацьстаяння з Расіяй і ці будзе надалей існаваць фестываль Minsk x Minga? 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 Пасаў (The University of Passau) Хрысціна Дарапей
„Siehe, ich verkünde euch eine große Freude“. So lautet der Titel der diesjährigen Weihnachtsausstellung in Spectrum Kirche Passau mit Werken aus dem Fundus der KünstlerSeelsorge und einer Privatsammlung. Nach der Premiere letztes Jahr ist sie auch heuer wieder in den Passauer Krippenweg integriert. Bis zu Mariä Lichtmess am 2. Februar 2026 kann man die 42 Werke besichtigen. Stefanie Hintermayr hat bei einem Ausstellungsrundgang mehr von Hausleiter und KünstlerSeelsorger Bernhard Kirchgessner erfahren.
Der Passauer Christkindlmarkt ist eröffnet und damit auch der traditionelle Krippenweg! Und heuer erwartet die Besucherinnen und Besucher gleich zu Beginn eine besondere Überraschung: Im Schaufenster des Domladens steht eine seltene Krippe aus der französischen Partnerstadt Cagnes-sur-Mer. Wie dieses außergewöhnliche Geschenk nach Passau kam und warum es fast in Vergessenheit geraten wäre , darüber berichtet Armin Berger.
The Psychgeist of Pop Culture: The Last of Us (Playstory Press, 2025) explores the psychological themes at the heart of The Last of Us franchise. Authors from media, culture, and fandom studies explore how trauma, grief, morality, survival, and revenge shape the story's characters and influence their choices. This book examines these themes across both video games (The Last of Us and The Last of Us 2) and HBO television adaptation, focusing on their unique approaches to telling the same emotionally resonant stories. This includes close readings of key characters - such as Ellie and Joel - and considers how their experiences reflect broader human struggles. 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
The Psychgeist of Pop Culture: The Last of Us (Playstory Press, 2025) explores the psychological themes at the heart of The Last of Us franchise. Authors from media, culture, and fandom studies explore how trauma, grief, morality, survival, and revenge shape the story's characters and influence their choices. This book examines these themes across both video games (The Last of Us and The Last of Us 2) and HBO television adaptation, focusing on their unique approaches to telling the same emotionally resonant stories. This includes close readings of key characters - such as Ellie and Joel - and considers how their experiences reflect broader human struggles. 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
Am 25. November ist der Internationale Tag „NEIN zu Gewalt an Frauen“. Rund um das Datum finden verschiedene Aktionen statt. Eines unserer Themen – und wir reden über pro familia in Passau und die Fachstelle: Täterarbeit häusliche Gewalt. (Bild: Screenshot: Flyer)
Ob im Fluss, auf hoher See oder im Friedwald – immer öfter finden Bestattungen heute jenseits von Friedhofsmauern statt. Seit kurzem kann man in Rheinland-Pfalz sogar Urnen mit nach Hause nehmen, was die Friedhofspflicht sonst verbietet. Für viele ist das eine längst überfällige Liberalisierung. Doch wenn immer mehr Trauernde wegbleiben, verlieren klassische Friedhöfe zunehmend an Bedeutung und geraten auch finanziell in Bedrängnis. Wie sinnvoll ist die Friedhofspflicht also noch? Welchen Wert haben Friedhöfe heute? Und wie können sie in Zukunft attraktiver werden? Norbert Lang diskutiert mit PD Dr. Thorsten Benkel – Soziologe, Universität Passau; Günter Czasny – Trauerbegleiter und Metallgestalter, Sprecher der Initiative »Raum für Trauer«; Dr. Nina Kreibig – Historikerin, Humboldt-Universität zu Berlin
In neun Kirchen der Diözese Passau findet am Freitag, den 28. November, wieder die „Nacht der Lichter“ statt. Mehr dazu im Interview.
Seit über 20 Jahren gibt es in den bayerischen Diözesen die „Krisenseelsorge im Schulbereich", kurz KiS. Bei einer Feierstunde in Spectrum Kirche in Passau wurden am Montag zwei „Neue“ ausgesandt. Gemeindereferentin Anna Perl und Pfarrer Michael Osterholzer erhielten dabei ihre Zertifikate und erzählten von der Ausbildung und dem besonderen Einsatzort Schule.
Am 25. November ist der Internationale Tag „NEIN zu Gewalt an Frauen“. Rund um das Datum finden verschiedene Aktionen im Bistum Passau statt.
Internationaler Tag „NEIN zu Gewalt an Frauen“ am 25. November. Rund um den Tag sind verschiedene Aktionen in Passau geplant. Sonja Schmid, von der Fachstelle "Täterarbeit Häusliche Gewalt" bei Profamilia in Passau, erklärt im Interview, warum das Thema so wichtig und immer aktuell ist.
Predigt von Bischof Dr. Stefan Oster SDB beim Festgottesdienst in der Passauer Stadtpfarrkirche St. Paul, anlässlich des 50-jährigen Jubiläums der Telefonseelsorge Passau.
Belastende Substanzen im Wasser und im Boden - auch hier bei uns in Bayern! Laut einer Analyse des BUND wurden sogenannte Ewigkeitschemikalien, besser bekannt als PFAS, im Trinkwasser in Holzkirchen, Passau, Salzweg und Olching nachgewiesen. In Neuötting-Alzgern im Landkreis Altötting fanden die Experten eine Chemikalie im Grundwasser, die im Verdacht steht, krebserregend zu sein. Auch im Boden wurden sie entdeckt. Außerdem schickt der BUND gleich eine Warnung hinterher: Die neuen Grenzwerte für PFAS, die ab 2026 und 2028 gelten, würden die Wasserbetriebe vor erhebliche Herausforderungen stellen, was die Reinigungsverfahren angeht. Wir schauen in den Landkreis Altötting: Was bedeutet das für die Menschen und für die Umwelt dort? Was kann man gegen eine PFAS-Belastung tun? Darüber sprechen wir unter anderem mit Umweltwissenschaftler Martin Scheringer. Moderation: Sabine Strasser
On September 26, 1998, a video game made its debut in Japanese arcades. It was over seven feet tall and weighed just over 900 pounds. It had no characters, no story, no quests to fulfill or bosses to beat. What it had was a metal platform on which you were supposed to stand, put your feet into the right place at the right time, and dance. Join two music critics, long-ago players, and Sota Fujimori fans as they take you on the astonishing journey through the artists, influences, and innovators of Dance Dance Revolution, a game two and a half decades in the making and still going -- in homes, arcades, and expos. From its unexpected appearance to its social heyday to its reappearance in the American market, DDR has taken many forms -- not all of them sanctioned by Konami. It has spawned community, creativity, competition, lawsuits, 1,000+ songs that range from wacky to tacky to beautiful, and yes, a lot of dancing. While we were all leaning on the back bar, working up a sweat, DDR managed to change the world. Jessica Doyle has a Ph.D. in city planning and a love for writing about the connections between pop music, globalization, and the built environment. She cares for her family in the Atlanta suburbs. Jordan Ferguson is the author of J Dilla's Donuts, #93 in the 33 1/3 series of record guides, and co-host of the Geekdown, a podcast about fandoms. He lives and works in Toronto, Canada. Find him online @jordan_ferguson. 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
On September 26, 1998, a video game made its debut in Japanese arcades. It was over seven feet tall and weighed just over 900 pounds. It had no characters, no story, no quests to fulfill or bosses to beat. What it had was a metal platform on which you were supposed to stand, put your feet into the right place at the right time, and dance. Join two music critics, long-ago players, and Sota Fujimori fans as they take you on the astonishing journey through the artists, influences, and innovators of Dance Dance Revolution, a game two and a half decades in the making and still going -- in homes, arcades, and expos. From its unexpected appearance to its social heyday to its reappearance in the American market, DDR has taken many forms -- not all of them sanctioned by Konami. It has spawned community, creativity, competition, lawsuits, 1,000+ songs that range from wacky to tacky to beautiful, and yes, a lot of dancing. While we were all leaning on the back bar, working up a sweat, DDR managed to change the world. Jessica Doyle has a Ph.D. in city planning and a love for writing about the connections between pop music, globalization, and the built environment. She cares for her family in the Atlanta suburbs. Jordan Ferguson is the author of J Dilla's Donuts, #93 in the 33 1/3 series of record guides, and co-host of the Geekdown, a podcast about fandoms. He lives and works in Toronto, Canada. Find him online @jordan_ferguson. 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/performing-arts
On September 26, 1998, a video game made its debut in Japanese arcades. It was over seven feet tall and weighed just over 900 pounds. It had no characters, no story, no quests to fulfill or bosses to beat. What it had was a metal platform on which you were supposed to stand, put your feet into the right place at the right time, and dance. Join two music critics, long-ago players, and Sota Fujimori fans as they take you on the astonishing journey through the artists, influences, and innovators of Dance Dance Revolution, a game two and a half decades in the making and still going -- in homes, arcades, and expos. From its unexpected appearance to its social heyday to its reappearance in the American market, DDR has taken many forms -- not all of them sanctioned by Konami. It has spawned community, creativity, competition, lawsuits, 1,000+ songs that range from wacky to tacky to beautiful, and yes, a lot of dancing. While we were all leaning on the back bar, working up a sweat, DDR managed to change the world. Jessica Doyle has a Ph.D. in city planning and a love for writing about the connections between pop music, globalization, and the built environment. She cares for her family in the Atlanta suburbs. Jordan Ferguson is the author of J Dilla's Donuts, #93 in the 33 1/3 series of record guides, and co-host of the Geekdown, a podcast about fandoms. He lives and works in Toronto, Canada. Find him online @jordan_ferguson. 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
Mit ihrem theologischen Studienangebot geht die Universität Passau eigene Wege und trifft dabei den Zeitgeist: Die Zahl der Studienanfängerinnen und Studienanfänger in den Bachelor- und Masterprogrammen am Department für Katholische Theologie hat sich in den vergangenen Jahren versiebenfacht.
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
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
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
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.