University town in Lower Bavaria, Germany
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Von Bonifatius lernen - Begabungen einsetzen Herzlich willkommen am Freitagmorgen zum gemeinsamen Beten.Tja, so ist das schon mal. Gestern hatte ich morgens erzählt, dass es wegen der so schlechten Wetterprognose keine Prozession in unserer Stadt geben wird. Aber ich hatte nicht mit dem Engagement der vielen Gemeindemitglieder gerechnet, die morgens um 6.00 Uhr im Regen beschlossen hatten: Die Prozession findet doch statt und alles aufgebaut und vorbereitet haben.Und es wurde so. Eine Statio in der einen Kirche, Prozession zu einer Wiese in der Innenstadt, dort Heilige Messe und dann weiterer Prozessionsweg mit einem Segensaltar und mit dem Abschluss in der Pfarrkirche mit allem Drum und Dran. Und danach Frühschoppen auf dem Kirchplatz mit Gegrilltem und Getränken und viel Freude mit vielen Menschen.Besser kann man, glaube ich, Gemeinschaft und Gemeinde nicht beschreiben. Sich vorfreuen auf den Gottesdienst, der bei Regen in der Kirche gefeiert worden wäre, der Beschluss von einer kleinen Gruppe, die Lust und Mut hatte zu sagen: Wir machen das, und dann die große Festfreude beim gemeinsamen Singen, Beten und Feiern.Ich glaube, dem Heiligen Bonifatius, dem großen Apostel der Deutschen, hat das sehr gefallen. Er predigte im achten Jahrhundert mit großem Erfolg in Hessen und Thüringen, gründete sechs große Klöster und machte sich dann ans Werk, die Kirche zu ordnen und die Bistümer Salzburg, Regensburg, Passau, Würzburg und Erfurt zu gründen.Er wurde dann Bischof in Mainz und war sich nicht zu schade, nochmals eine Missionsreise zu unternehmen, bei der er am 5. Juni 754 den Martertod erlitt.Bonifatius war kein bedeutender Theologe, aber er verband missionarischen Eifer mit einer seltenen Begabung für Organisation und Administration. Und er ist nicht sitzen geblieben auf seiner ersten Berufung, sondern hat sich von Gott immer neu herausrufen lassen zu neuen Aufgaben.Vielleicht ist es das: Er hat die Begabungen, die er von Gott geschenkt bekommen hat, geschult, entwickelt und immer neu eingesetzt.Was sind so Deine Begabungen, die Du heute einsetzen kannst? Welche Fähigkeiten, die Du als Gabe bekommen hast, hast Du noch gar nicht richtig wahrgenommen und ausprobiert?Die Organisatoren und Engagierten gestern haben alle ihre Fähigkeiten und Begabungen eingesetzt und ein wunderschönes Fest möglich gemacht.Das ist eine Überlegung heute wert am Tag des heiligen Bonifatius, des Apostels der Deutschen.
Zahlreiche Gläubige haben mit Bischof Stefan Oster SDB das Hochfest des Leibes und Blutes Christi gefeiert: Fronleichnam. In seiner Predigt ging der Bischof auf die erste Enzyklika von Papst Leo XIV. mit dem Titel Magnifica Humanitas „Die großartige Menschheit“ ein. Seine zentrale Botschaft: Werte sind „an den gebunden, der größer ist als jeder einzelne Wert. Er will unsere Herzen weiten, damit wir eine Stadt bauen, in der die Würde jedes Menschen gewahrt wird – ausnahmslos jedes Menschen – und in der Gott die Mitte ist.“
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Copyright, Contract, and Video Games: Terms of Play (Hart Publishing, 2026) uncovers how video game contracts act as monologues of power, moulding players to align with proprietary ideologies. In the era of interactive technologies, the player emerges as a vital yet curiously overlooked figure. While copyright law governs the creation and distribution of these technologies, it sidesteps the player, leaving private contracts to define their role and obligations. Using video games as a case study, this book fills the gap left by copyright law, offering an innovative socio-legal methodology to interrogate and challenge harmful contractual norms. By analysing contracts as a form of critical discourse, the book exposes the contradictions and idealisations embedded in these agreements, which often serve to reinforce industry priorities. It is an essential resource for scholars in intellectual property law, video game studies, and socio-legal research, contributing to pressing debates on user rights and the shifting balance of power in interactive industries. With its fresh perspective on the interplay of copyright, contract, and cultural participation, the book redefines the player's role in a rapidly evolving digital landscape, offering new tools to understand and critique the legal frameworks shaping this most interactive of industries. Amy Thomas is Lecturer in Intellectual Property and Information Law at the University of Glasgow, UK. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/law
Detektive! Ein spannendes Motto, unter dem das traditionelle Pfingstzeltlager vom 26. bis 29. Mai in der Messerschmidmühle bei Perlesreut steht. 96 Kinder und Jugendliche sind dabei und in diese spannende Welt fernab des Alltags eingetaucht. Das Programm mit Lagerolympiade, Spielen, Workshops, Liedern, Lagerfeuer uvm. auf die Beine gestellt hat das Team vom Kirchlichen Jugendbüro Passau. Stefanie Hintermayr war bei der abenteuerlichen Lagerolympiade dabei und mehr erfahren.
Auch dieses Jahr findet wieder ein Diözesaner Seniorentag im Bistum Passau statt. Am 04. Juli in Passau , im Rahmen der Maria-Hilf-Woche. Alle Infos erhalten Sie im Interview.
From the Tallinn University conference "Legal Education in Europe and Estonia in Light of the Digital Future", we feature TLU Law student Sofia Uksiratsa interviewing Professor Urs Kramer of the University of Passau. They explore the challenges and risks of AI, and discuss its potential in legal education. They also take a closer look at the DeepWrite project led by Professor Kramer. For a closer look at the conference, you can check it out here: https://onlineexpo.com/en/legal-2026/We will be back with our regular episodes next week.
Wer im Domladen in Passau schon einmal die farbigen Glaskreuze entdeckt hat - der erfährt hier mehr über die Glaskünstlerin, die dahintersteckt: Anja Listl. Die Künstlerin kommt aus Passau und hat u.a. die Glasfachschule in Zwiesel besucht. Wir reden über die Faszination des Werkstoffes Glas, die Glaskunst und das Künstlerdasein. Mehr Infos auch unter: www.anja-listl.de
Send us Fan MailEver dreamed of sailing through the heart of Europe, gliding past medieval towns, vineyards, and centuries-old castles? In this episode of Travel Inspired, veteran travel agents and bestselling cruise authors Rob & Kerri Stuart are fresh off their third cruise on the Danube River — and they're spilling everything.BOOK YOUR CRUISE HEREROOM TOUR - AmaWaterways AmaMagna Cabin 201Link to show as mentioned on the show - the story of "Baggy"From Budapest's stunning riverfront to the charming streets of Passau, Germany, Rob and Kerri walk you through a 7-night Upper Danube itinerary aboard AmaWaterways' flagship ship, the AmaMagna — widely considered one of the finest river cruise vessels in the world. Whether you're a first-time river cruiser or a seasoned traveler looking for your next European adventure, this episode is packed with the kind of honest, practical advice you'll only get from people who do this for a living.In this episode, you'll discover:Why the Danube is one of the best starter itineraries for first-time river cruisersThe difference between Upper and Lower Danube itineraries — and how to chooseWhat makes the AmaMagna so unique (hint: it's twice the width of a standard river cruise ship)Their favorite stops: Budapest, Vienna, Bratislava, Linz, and PassauTips for handling flight cancellations, low water levels, and other travel curveballs like prosHow to navigate customs, tax refunds, and transfers in EuropeReal stories from the road — Roman ruins, family-run wineries, Iron Curtain history, and one very rare watchRob and Kerri also share what it's really like when things don't go to plan — canceled flights, reroutes through Zurich, and a last-minute scramble for airport transfers — and how experience and preparation make all the difference.This is expert travel advice from agents who've lived it, not influencers who were paid to say it.
„Mit Schliff“ lautet der Titel der aktuellen Ausstellung in Spectrum Kirche Passau, die bis zum 31. Juli läuft. Sie zeigt ausgewählte Glasskulpturen des niederbayerischen Künstlers Klaus Büchler, die er mit verschiedensten Techniken geschaffen hat. Stefanie Hintermayr hat mit KünstlerSeelsorger Bernhard Kirchgessner gesprochen und sich die Ausstellung genauer angesehen.
„Arbeit – Checkst du?“ ist ein kreativer Filmwettbewerb der CAJ Passau für Jugendliche und junge Erwachsene. Die Teilnehmer setzen sich aktiv mit der Arbeitswelt auseinander, indem sie in Teams kurze, authentische Videos über Ausbildungsberufe produzieren. Mehr dazu im Interview!
We've all been holding on to the edges of our seats to see how the situation in the German cannabis market unfolds. Today, we have the pleasure of having a conversation with Alfredo Pascual, CFA who is renowned as one of the "voices of reason" in the cannabis industry, wherein we go deep into the possible outcomes of the recent regulatory changes.We're sure this episode will be a treat for many.Alfredo Pascual, CFA, is Head of Strategy & Corporate Development at Cannamedical, one of Europe's leading independent medical cannabis companies.He brings a decade of experience in investment analysis, capital allocation, and market and regulatory intelligence within the cannabis industry, having previously served as Executive Director of Seed Innovations Ltd (LON:SEED), on the Supervisory Board of Avextra, and as International Analyst at MJBizDaily.Alfredo is also a CFA Charterholder with an MA in Governance and Public Policy from Universität Passau and a BBA from Universidad Católica del Uruguay, complemented by certifications in pharmaceutical drug regulation.---Resources Mentioned in the Video:• FAZ article• another FAZ mention • Parliamentary inquiry response• EKOCAN reports• EU Council Framework Decision 2004/757/JHA of 25 October 2004• German medical cannabis applications for insurance reach 100,000: MJBizDaily❇️ Get in touch at https://www.thecannabisconversation.co.ukConnect with Nikita Cretu on LinkedIn:https://www.linkedin.com/in/nikita-cretu-b24b83a8/Connect with Thomas Gray on LinkedIn:https://www.linkedin.com/in/thomas-c-s-gray/
Liane Hatz hat in Passau eine AGUS-Selbsthilfegruppe ins Leben gerufen. AGUS steht für „Angehörige um Suizid“. Einmal im Monat gibt es ein Treffen - hier wird eine Plattform für Betroffene geboten.
In Zusammenarbeit mit dem Referat Seniorenseelsorge und der Katholischen Erwachsenenbildung im Bistum Passau e. V. (KEB) bieten die Malteser in Passau wieder eine kostenlose Ausbildung für Ehrenamtliche im Besuchs- und Begleitungsdienst an. Die Ausbildung findet am Samstag, 27. Juni in der Diözesangeschäftsstelle der Malteser in Passau-Hacklberg statt. (im Bild: Referentin Soziales Ehrenamt Rosmarie Friedsam (v.l.) und die zweite Dozentin Katharina Werner sowie die Koordinatorin des Besuchsdienstes Karin Hellwig)
Games That Haunt Us: Gothic Game Space as a Living Nightmare (Bloomsbury, 2026) is an examination of how the Gothic appears in game space to interrogate an area of substantial importance to contemporary games, with a focus on environments, bodies, and defining the Gothic in games. The Gothic, both as a literary and videogame genre has increased in prominence amongst literature, media, and culture scholars globally, as games studies becomes a more recognized and exciting field of study and as Gothic scholars find new ways to apply their works across emerging mediums. But why have Gothic games risen in popularity since 2010? What do players feel when they play these games? Why are themes surrounding fraught identities, mourning, and monstrosity gaining so much attention? Games That Haunt Us investigates the very nature of the Gothic and how video games provide new ways of connecting with the genre. The scholars in this collection look at why Gothic games are having their moment of popularity, the unsettling themes they evoke in unstable times, why we are fascinated with death and decay, theories surrounding body horror, and how games transform avatars and ourselves. Games That Haunt Us is arranged into three sequential themes: what makes a Gothic game; Gothic environments in game space; and how Gothic bodies are approached and utilized in ludonarratives. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Er hat den Süden in den Norden gebracht: Hermann Scheuer war Stadtgärtner in Passau und hat hier die einzige Zitrusfrucht heimisch gemacht, die auch Frost aushält: die Pomeranze. 500 Pomeranzen hat er in Passau gepflanzt.
Der 104. Deutsche Katholikentag findet vom 13. bis 17. Mai 2026 in Würzburg statt. Auch das Bistum Passau ist wieder mit einem Stand vor Ort. (Bereit für den Katholikentag: Thomas Huber, Geschäftsführer des Diözesanrats der Katholiken in Passau und Ramona Würdinger, Abteilung Räte und Verbände)
Das Referat Seniorenseelsorge der Diözese Passau beteiligt sich auch dieses Jahr wieder an der bayernweiten Dankaktion der Seniorenseelsorge und Altenheimseelsorge. Anlass ist der Internationale Tag der Pflege, der immer am 12. Mai begangen wird. Das diesjährige Thema lautet „Hab Mut“.
Aromatherapie für die Ohren mit Eliane Zimmermann & Sabrina Herber
Der engagierte Destillateur Daniel Fuchs hatte vor bald 10 Jahren das Privileg, sein Hobby zum Beruf machen zu können. Er gründete das kleine österreichische Familienunternehmen Sensoleo (in der Nähe des bayerischen Passau).Zunächst war geplant, Duftpflanzen anzubauen und ätherische Öle zu gewinnen, doch als im zweiten Jahr der wundervollen Bergamottminze circa 600 Stunden investiert werden mussten, um unerwünschte Beikräuter zu kontrollieren, fiel der Entschluss, die Heil- und Duftpflanzen möglichst regional, auf jeden Fall in zertifizierter Bio-Qualität von Anbaupartnern einzukaufen. Der Fokus fiel zudem auf hochwertige Primärhydrolate, ein Nischen-Markt, der sich seitdem im deutschsprachigen Gebiet am Entwickeln ist. Die bei der Destillation gewonnenen ätherischen Öle werden nicht vollständig abgeschöpft, so dass der verbleibende Film das Pflanzenwasser vor Sauerstoff und vor schnell eindringenden Mikroorganismen schützt. Ihre Haltbarkeit wird im unabhängigen Labor sowie mit eigenen Tests regelmäßig überprüft, viele davon bleiben überraschend lange völlig stabil.Daniel ist Co-Autor des Buches ‚Kochen mit Hydrolaten‘, das Inspiration liefert, um mit diesen duften Pflanzenwässern Speisen zuzubereiten. „Es gibt nichts, was ich lieber tun würde als das, was ich tue“. Dieses Motto spiegelt Daniels positive Lebenseinstellung: Sie ist möglichst vielen Menschen zu wünschen. Hier geht's zu Terminen für Destillierkurse. Weil wir so beGEISTert von seinen Produkten sind, packen wir vom 24.-30. April 2026 je ein Fläschchen Riesentannenöl zu einer beliebigen Bestellung (über 89 €), viele seiner Hydrolate sind bei uns im Shop zu beziehen.Konnten dich unsere Tipps bereits unterstützen?! Magst du uns zu mehr REICHWEITE verhelfen und empfiehlst unseren Podcast weiter? Danke für deine/Ihre Unterstützung durch den Kauf in unserem Shop oder über unsere Empfehlungs-Links, auch über eine kleine Spende "für einen Kaffee" freuen wir uns: Eliane und/oder Sabrina. Feedback (bitte keine Anfragen zu Beschwerden!): feedback@aromatherapie-fuer-die-ohren.deSchnäppchen im Shop: dufte Produkte zum SonderpreisNeue Produkte:Raumspray PollenschirmSOS Anti Stress Aromapflege-Roll-onAllergo Free bio – Roll-OnBuch Hydrolate von Eliane Zimmermann https://www.shop-vivere.de/produkt/hydrolate-pflanzenwaesser/Rezept-Ideen Schüttellotion https://www.vivere-aromapflege.de/rezepte/diy-schuettellotion/ und https://aromapraxis.de/2012/11/02/schnelle-aromapflege-schuettelsalbe-und-die-schuettellotion/Sabrinas "Rezeptewelt" (kostenfrei)Quickfinder: Rezepte, Artikel, Seminare und Informationen aus (bislang) fünf großen Aromatherapie-Themenbereichen: (Resistente) Krankheitskeime reduzieren, Schmerzen lindern, Frauen-Beschwerden, Tumorerkrankungen begleiten, Bronchitis & CoHunger auf seriöses und firmenunabhängiges Wissen? Regelmäßige Informations-Häppchen – ohne Extra-Kosten – im neuen WhatsApp-Kanal oder in unserem Telegram-Kanal Aufzeichnungen unserer über 40 webSeminareÜber 800 Blog-Artikel von Eliane Zimmermann, insbesondere rund um Studien: AromapraxisÜber 400 Blog-Artikel von Sabrina Herber, ergänzt mit hunderten von Rezepturen: Vivere-Aromapflege:: HAFTUNGSAUSSCHLUSS :: Alle Informationen in unserem Podcast beruhen auf unserer langjährigen Erfahrung, auf traditionellen Anwendungen, sowie – sofern bereits durchgeführt – auf wissenschaftlichen Arbeiten. Unsere Tipps dienen ausschließlich Ihrer Information und ersetzen niemals eine gründliche Beratung, Untersuchung oder Diagnose bei einer gut ausgebildeten Heilpraktikerin oder beim qualifizierten Arzt. Ganzheitlich verstandene Aromatherapie berücksichtigt vorrangig individuellen Besonderheiten, dies ist nur in einem persönliche Gespräch möglich. Unsere zur Verfügung gestellten Inhalte können und dürfen nicht zur Erstellung eigenständiger Diagnosen verwendet werden. Das vollständige Impressum befindet sich jeweils auf den beiden Websites der Autorinnen, jede Haftung wird ausgeschlossen.
Liedermacher Lukas Reiner wurde 1992 in München geboren. Er hat auch einige Zeit in Passau gewohnt - er ist heute in Leipzig daheim und er ist christlicher Songwriter. Er hat gerade erst wieder einen neuen Song und ein Video veröffentlicht. Mehr dazu im Interview.
Nahezu täglich macht sich der 95-jährige Pfarrer Willibald Nigl auf den Weg über die Marienbrücke von der Passauer Innstadt in die Altstadt und wieder zurück. Sein Lebenselixier: Körper und Geist in Schwung halten, Kontakte pflegen, sein fester Tagesablauf, Disziplin sowie sein täglicher Kaffee!
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences. The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher's role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use "recipes" for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts. Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Martin Pepper zählt seit über 30 Jahren zu den prägenden Stimmen der christlichen Musikszene. Er spielt am Freitag den 08. Mai in der Lobpreiskirche in Passau. Außerdem findet am 09. Mai ein Liedertag statt. Maehr dazu im Interview.
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Tracing the cultural history of play--from Fluxus to SimCity Games and gamified activities have become ubiquitous in many adults' lives, and play is widely valued for fostering creativity, community, growth, and empathy. But how did we come to our current understanding of what it means to play? The Impossible Reversal: A History of How We Play charts the transformation of notions of playfulness beginning in the second half of the twentieth century, when a legion of artists, academics, and engineers developed new ways of theorizing, structuring, and designing ludic activity. Through examples ranging from experimental Fluxus games to corporate role-playing exercises and from the Easy Bake Oven to Tetris, The Impossible Reversal presents four styles of playfulness characteristic of the "era of designed play": the impossible reversal, which puts a player in a seemingly hopeless scenario they must upend with a tiny gesture; expending the secret, which involves silly rules that gain an obscure power and require players to embrace failure; simulated freedom, a satiric criticism of the ordinary world; and oblique repetition, a way of playing that stumbles toward unimaginable outcomes through simple, meaningless, and endlessly iterated acts. A unique genealogical account of play as both concept and practice, The Impossible Reversal illuminates how playfulness became essential for understanding cultural, technical, and economic production in the United States. Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Das Referat Mission & Weltkirche im Bistum Passau hatte Ostern Gäste aus Peru - aus Arequipa. Arequipa ist eine Stadt auf 2.400 Meter Höhe in der Nähe des Titicacasee mit einem aktiven Vulkan im Zentrum. Die Stadt hat ca. 1,5 Mio Einwohner. Alicia leitet eine Einrichtung von Circa-Mas, einer Schulgemeinschaft für Kinder aus sehr armen Stadtrandregionen und Kinderheimen für Waisen. Arbely koordiniert das Stipendienprojekt für mittellose Jugendliche vor Ort. Mit der Hilfe von Spendern aus dem Bistum Passau konnten in den letzten Jahren ca. 90 junge Menschen ihr Studium beenden. (Im Bild: Alicia und Arbely zu Gast bei Passaus Bischof Stefan Oster.)
Чым далей, ты больш жорсткай становіцца міграцыйная палітыка еўрапейскіх краін. Закранае яна ў тым ліку і беларусаў. Наяўнасць праблем з легалізацыяй на фоне шматлікіх сустрэч Ціханоўскай з лідарамі нараджае папрокі, што Офіс і дэмсілы ўвогуле вырашэннем і адвакацыяй праблем беларусаў не займаюцца. А можа, і ўвогуле імі не цікавяцца. Чым адметная міграцыйная палітыка канцлера Германіі Мерца і як яна закранае інтарэсы беларусаў? Чаму Офіс Ціханоўскай і іншыя структуры дэмсіл не вырашаюць легалізацыйныя праблемы беларусаў, і ці варта верыць словам заходніх палітыкаў пра падтрымку беларусаў? Ці пойдзе Германія і ЕС увогуле па шляху замірэння з Лукашэнкам, і калі чакаць гэтага развароту? На гэтыя ды іншыя пытанні ў эфіры Еўрарадыё адказвае сяброўка Пашыранай рады беларускага аб'яднання ў Германіі Razam, каардынатарка фестывалю Minsk x Minga, супрацоўніца ўніверсітэта Пасау (The University of Passau) Хрысціна Дарапей
Ellen Matzdorf ist nicht die einzige Hebamme, die Bestatterin wurde, aber wohl die Einzige in Deutschland, die beide Berufe zugleich ausübt und Menschen an beiden Schwellen des Lebens begleitet. Und sie hat 2023 darüber auch ein Buch geschrieben – es heißt: Vom ersten bis zum letzten Atemzug. Die KEB im Landkreis Freyung-Grafenau e.V. und weitere Partner haben mit Ellen Matzdorf eine Lesereise im Bistum Passau veranstaltet. Bei der Lesung in Passau hatten wir die Möglichkeit zum Gespräch.
„Musik verbindet“ heißt es am 11. April im Festsaal St. Maximilian in Passau. Es ist eine besonderes Benefizkammerkonzert, mit internationalen Musikern. Und das Geld, das gesammelt wird, ist für Musikunterricht für Kinder von geflüchteten Familien bestimmt.
Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports. The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. Carlin Wing is Associate Professor of Media Studies at Scripps College. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Bounce: Balls, Walls, and Bodies in Games and Play (MIT Press, 2026) follows an array of bouncing balls through the histories of nonelectronic and electronic games, across the spectrum of play, game, and sport, and into the domains of physics, material science, animation, and computing. The book's focus on bounce sidesteps the focus on play found in much of the game studies literature and broadens the scope of game history by spotlighting an interaction that is central to thousands of physical and digital games and sports. The book is divided into three sections that introduce different kinds of bounce to address the matter of the ball, the virtuality of bounce, and bounded spectacle: Ricochet in ancient tennis is set against modern tennis's true bounce; squash and stretch in animation serves as a mirror of the pings and pongs of computer bounce; and the bounce feel in Electronic Art's FIFA video game series and pok ta pok of the Mesoamerican game ulama elaborate the contrasting positions of these two mythological games. Carlin Wing is Associate Professor of Media Studies at Scripps College. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Despite its time travel mechanics, high stakes, and pulpy murder plot, Don't Nod Entertainment's 2015 adventure game Life is Strange stood out from most video games with its unapologetic emphasis on queer romance and friendships. Yet for all the game's specificity, players around the world found something of themselves in its protagonist, Max Caulfield, a perceptive yet insecure teen photographer who discovers she has the ability to rewind time itself. Narrative designer Kaitlin Tremblay offers an intimate close reading in Life is Strange (Boss Fight Books, 2026) through the lenses of personal history, YA fantasy, identity formation, grief, and most of all, choice. If Max is “the sum of all the possible choices that she could make,” as Tremblay writes, then every decision we players make says something about who we are—and who we want to be. Kaitlin Tremblay is a writer and narrative designer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Vom 16. bis 18. April geht es wieder zu Fuß nach Altötting - und: Die Jugendfußwallfahrt feiert ihr 80-jähriges Jubiläum. Beim Leitungstreffen in Passau wurden wichtige Details zur Jubiläumswallfahrt besprochen.
Im Rahmen eines festlichen Gottesdienstes hat Bischof Stefan Oster SDB zusammen mit Betroffenenbeiratssprecher Siegfried Lang am 8. März 2026 das „Mahnmal sexueller gewalttätiger geistlicher Missbrauch“ im Passauer Stephansdom enthüllt. Die Skulptur von Andreas Kuhnlein macht auf die Gewaltformen in der Kirche von Passau aufmerksam und soll dem Titel entsprechend ein Lichtblick sein. In seiner Predigt lud der Bischof alle Mitfeiernden in der österlichen Bußzeit zur Beichte ein. „Vielleicht, liebe Schwestern und Brüder, ist es also wieder einmal Zeit für das Sakrament der Wahrhaftigkeit, der Umkehr, der Versöhnung? Zeit für die Beichte.“
A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a style in games, tracing its evolution from its origins to the present time. Two labels are of particular importance: the Zen modes (and later, Zen games) of the 2000s, especially during the Casual Revolution, and the slow games or slow gaming movement, which started in the 2010s and is ongoing today. The term “reflective games” is offered as an umbrella to bring together these and other labels to raise awareness and discussion of slow gaming. Víctor Navarro-Remesal is a media scholar specializing in games working at TecnoCampus, Universitat Pompeu Fabra in Barcelona, Spain. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
A deep dive into the reflective modes of playfulness in video games. Slowness and reflectiveness have always been part of the video game medium, though they have been used very differently throughout its history. In Zen and Slow Games (MIT Press, 2026), Víctor Navarro-Remesal challenges the dominant discourse of action and quick reflexes in video games to offer an analysis of reflectiveness as a style in games, tracing its evolution from its origins to the present time. Two labels are of particular importance: the Zen modes (and later, Zen games) of the 2000s, especially during the Casual Revolution, and the slow games or slow gaming movement, which started in the 2010s and is ongoing today. The term “reflective games” is offered as an umbrella to bring together these and other labels to raise awareness and discussion of slow gaming. Víctor Navarro-Remesal is a media scholar specializing in games working at TecnoCampus, Universitat Pompeu Fabra in Barcelona, Spain. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
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.
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.
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
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.
Der Tag in 2 Minuten – vom 18.12.
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