University town in Lower Bavaria, Germany
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Folge 150 ist eine weitere Sonderfolge der Reihe zur Zukunft des Zivilprozesses. Zu Gast ist Prof. Dr. Thomas Riehm, Inhaber eines Lehrstuhls für Deutsches und Europäisches Privatrecht, Zivilverfahrensrecht und Rechtstheorie an der Universität Passau. Härting und Riehm sprechen zunächst ab Minute (01:20) über das ,,Überlastungsparadox der Ziviljustiz“, welches die Reduktion der Anzahl der anhängigen Verfahren bei gleichzeitigem Anstieg der Verfahrensdauer beschreibt. Werden die Zivilprozesse komplexer? Härting und Riehm diskutieren einige Hypothesen und widmen sich ab Minute (09:42) der Verfahrensstrukturierung. Anschließend (19:26) ist Riehms Forderung nach einer radikalen Reform der 150 Jahre alten ZPO Thema, unter anderem über eine Streichung des Beibringungsgrundsatzes. Zum Schluss sprechen Riehm und Härting ab Minute (28:55) über Massenverfahren von Verbrauchern, zum Beispiel im Rahmen von Fluggastrechten oder Schadensersatzklagen im Datenschutz. Prof. Riehm kritisiert, dass der Gesetzgeber keine Kollektivverfahren mit Opt-out-Lösung ermöglicht. Riehms abschließender Wunsch: ein Baukasten von verschiedenen Instrumenten für die Gerichte.
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
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.
In neun Kirchen der Diözese Passau findet am Freitag, den 28. November, wieder die „Nacht der Lichter“ statt. Mehr dazu im Interview.
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
Ein Gespräch über Präsident Richard Nixon, die amerikanische Politik, Watergate und JFK.Zum Gesprächspartner: Prof. Dr. Karsten Fitz ist Amerikanist an der Universität Passau. Illustrationen zu allen Folgen auf: https://www.instagram.com/zeit.fuer.history/Erlebe "Geschichte Hautnah": https://www.youtube.com/@GeschichteHautnah/videosVerpasse nichts mehr – jetzt beim kostenlosen Newsletter anmelden!Meine Website: https://geschichte-podcast.de/Du willst das dein Buch, dein Produkt oder Projekt in meinem Podcast vorgestellt wird? Dann melde dich gerne bei mir. Alle Kooperations- und Werbeanfragen bitte an: historymakingof@gmail.com Hosted on Acast. See acast.com/privacy for more information.
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
Die drei neuen Glocken der Evangelischen Auferstehungskirche wurden 2009 angeschafft. Sie kommen aus der Glockengießerei Perner in Passau und sind ökumenisch abgestimmt auf das Geläute der benachbarten, katholischen Laurentiuskirche.
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.
"Es ist bezeichnend, dass ausgerechnet in der Welt des Fußballs innerhalb weniger Monate jüdische Spieler, Trainer und Funktionäre entfernt werden" - anlässlich der „Wochen zur Demokratie“ in Passau wird das Kolpingtheater Vilshofen das Stück „Der Mitläufer“ erneut aufführen. Im Interview spricht Autor Andreas Kindermann über die Aktualität, die das Stück heute hat. (Im Bild: Kicken als ob die Zeit stehen geblieben wäre. „Mitläufer“ Hans (Valentin Greineder, rechts) und sein jüdischer Freund Bruno (Gabriel Kroneder). Bild-Quelle: Kolpingtheater Vilshofen
Mensch, KI oder Hybrid? Wie nah ist die automatisierte Klausurkorrektur wirklich – und wo stößt sie an Grenzen?In der neuen Folge sprechen Johannes Gohr und Thorsten Hoffmann mit Alexandra Elena Müller und Simon Alexander Nonn vom Forschungsprojekt DeepWrite über strukturierte Musterlösungen, automatisiertes Feedback und die ersten Praxistests an Unis.Im Fokus: Subsumtion, Halluzinationen, Bewertungsmaßstäbe und die Frage, wann Studierende wirklich davon profitieren.
Das Kolping-Bildungswerk Passau hat jetzt einen neuen Bildungsbeirat. Das 14-köpfige Beratungsgremium steht unter dem Vorsitz des Landtagsabgeordneten Stefan Meyer und bleibt in seiner Konstellation für die nächsten drei Jahre. Mit Impulsen für die Bildungsarbeit soll das Bildungswerk und v. a. die Kolping-Akademie weiterentwickelt werden. Stefanie Hintermayr war bei der ersten Sitzung am 10. Oktober in Passau dabei.
Der Karmelitenpater Christian Buenafe – von allen nur „Father Toots“ genannt. Er widmet sein Leben den Menschenrechten auf den Philippinen. Im Monat der Weltmission ist er zu Gast im Bistum Passau um über seine Arbeit zu informieren. (Bild: missio)
Herbstzeit – draußen ist es nass und kalt. Also einheizen, Decke drüber – und ein Buch zur Hand nehmen. Wir waren wieder im Domladen in Passau und haben uns beraten lassen...
In dieser Sonderfolge von „MIKOMI im Gespräch“ nehmen Franziska Boy und Ann-Marie Fröhlich Sie mit auf die Reise des „rollenden Wirtschaftsdialogs“, der den European Peace Ride 2025 begleitete. Zwischen Chemnitz und Passau treffen Unternehmer:innen, Forschende und Radfahrer:innen aufeinander und diskutieren über Nachhaltigkeit, Innovation und die Zukunft der Zusammenarbeit zwischen Wissenschaft und Wirtschaft.
Warum Musiker lieber woanders auftreten als bei Böhmermann, wie Markus Lanz live zeigt, warum es im Nahostkonflikt kaum Verständigung gibt, und was Amanda Knox, die ARD-Krimireihe aus Passau und Friedrich Merz gemeinsam haben? Genau darum geht's – und um viel mehr.
Deutschlandweit sind ca. 2,3 % der Bevölkerung von einer Glücksspielproblematik betroffen. Bricht man die Zahlen auf das Gebiet des Bistums Passau herunter, wären das rund 14.000 Betroffene. „Glücksspielsucht“ - unser Gast zum Thema ist Klaas Spettmann von der Fachstelle Glücksspielsucht im Caritasverband der Diözese Passau e.V. (Foto von Nik auf Unsplash)
An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cultural critique, Kawika Guillermo explores the subtle yet transformative influences of video games in shaping them as a queer and mixed-race grandson of two preachers; as a traveller, immigrant, and games scholar; and as a father, caregiver, and mourner. Through a mixture of fanciful musing, rigorous inquiry, and unflinching self-reflection, Of Floating Isles reframes the gamer's retreat from others not as social isolation, but as a quest for a different community, one where they feel seen, heard, and understood. This deep-seated longing to belong, Guillermo suggests, forms the imaginative worlds of video games and the floating isles they conjure. By exploring their own lifelong attachment to video games, Guillermo shows how games can spark rage, confusion, and the desire to escape, but these emotions are not necessarily bad - they are the growing pains that many young people must work through. So too can games provide reflective realms to dwell, to imagine, and to build spaces for queer, trans, racialized, and neurodiverse groups. Envisioning games as forms of poetic interaction, Of Floating Isles boldly conveys their truth-telling powers: their ability to offer guidance in times of loss and hardship, and their power to reveal the oppressive mechanisms of our "real" world. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
An immersive journey into the author's lifelong attachment to video games, revealing how they shape us, shatter us, and give us the courage to start again Of Floating Isles: On Growing Pains and Video Games (Arsenal Pulp Press, 2025) is a captivating collection of personal essays that unpack the mystifying and often intimate roles that video games play in our lives. Interweaving memoir with cultural critique, Kawika Guillermo explores the subtle yet transformative influences of video games in shaping them as a queer and mixed-race grandson of two preachers; as a traveller, immigrant, and games scholar; and as a father, caregiver, and mourner. Through a mixture of fanciful musing, rigorous inquiry, and unflinching self-reflection, Of Floating Isles reframes the gamer's retreat from others not as social isolation, but as a quest for a different community, one where they feel seen, heard, and understood. This deep-seated longing to belong, Guillermo suggests, forms the imaginative worlds of video games and the floating isles they conjure. By exploring their own lifelong attachment to video games, Guillermo shows how games can spark rage, confusion, and the desire to escape, but these emotions are not necessarily bad - they are the growing pains that many young people must work through. So too can games provide reflective realms to dwell, to imagine, and to build spaces for queer, trans, racialized, and neurodiverse groups. Envisioning games as forms of poetic interaction, Of Floating Isles boldly conveys their truth-telling powers: their ability to offer guidance in times of loss and hardship, and their power to reveal the oppressive mechanisms of our "real" world. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Predigt anlässlich des Schöpfungstages in Passau zum zehnjährigen Jubiläum der Enzyklika Laudato si'
Der KDFB-Diözesanverband Passau feiert im Oktober 30 Jahre Trauerarbeit. Über die Anfänge, die Angebote und auch die Ausbildung zur Trauerbegleiterin erfahren Sie mehr im Interview. Zu Gast sind die beiden Trauerbegleiterinnen Tanja Kemper und Ulrike König. Außerdem blicken wir speziell auf das Angebot des Trauerfrühstücks. Alle Infos über die Angebote des KDFB finden Sie unter: www.frauenbund-passau.de.
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field's pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field's pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
Historiographies of Game Studies: What It Has Been, What It Could Be (Punctum Books, 2025) offers a first-of-its-kind reflection on how game studies as an academic field has been shaped and sustained. Today, game studies is a thriving field with many dedicated national and international conferences, journals, professional societies, and a strong presence at conferences in disciplines like computer science, communication, media studies, theater, visual arts, popular culture, and others. But, when did game studies start? And what (and who) is at the core or center of game studies? Fields are defined as much by what they are not as by what they are, and their borderlands can be hotly contested spaces. In this anthology, scholars from across the field consider how the boundaries of game studies have been established, codified, contested, and protected, raising critical questions about who and what gets left out of the field. Over more than two dozen chapters and interviews with leading figures, including Espen Aarseth, Kishonna Gray, Henry Jenkins, Lisa Nakamura, Kentaro Matsumoto, Ken McAllister, and Janet Murray, the contributors offer a dazzling array of insightful provocations that address the formation, propagation, and cultivation of game studies, interrogating not only the field's pasts but its potential futures and asking us to think deliberately about how academic fields are collectively built. Alisha Karabinus (she/her) is Assistant Professor of Writing and Digital Studies at Grand Valley State University. Carly A. Kocurek (she/her) is Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology. Cody Mejeur (they/them) is Assistant Professor of Game Studies at University at Buffalo, SUNY. Emma Vossen (she/her) is an Assistant Professor of Game Studies in the Department of Digital Humanities at Brock University, Canada. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices
Die erste Ferdinand-Ulrich-Tagung in Passau war ein voller Erfolg! Zahlreiche Gäste – auch weit über die Bistumsgrenzen hinaus – waren gekommen, um an der Tagung über den 2020 verstorbenen großen Religionsphilosophen teilzunehmen. Neben Bischof Stefan Oster SDB und Dogmatikprofessor Prof. Dr. Manuel Schlögl waren namhafte internationale Referentinnen und Referenten eingeladen. Mehr zu dieser spannenden Tagung erfahren Sie von Stefanie Hintermayr.
Michael Ostrowski ist österreichischer Schauspieler, Regisseur, Autor und Moderator. Er schafft es, seinen Figuren Tiefe zu verleihen und dabei immer eine gewisse Exzentrik beizubehalten. Bekannt ist er etwa als Privatdetektiv Ferdinand Zankl aus der ARD-Reihe Ein Krimi aus Passau oder als Pathologe Günter aus den Eberhofer-Krimis. Er hat etwas Verschmitztes, Freundliches, Positives – und bringt eine unglaubliche Leichtigkeit in viele seiner Rollen, aber auch ins echte Leben. Ihr werdet erfahren, warum Würfeln in seinem Leben eine besondere Rolle spielt. Es geht um diese besonderen Momente, die einfach passieren – und einen dann ein ganzes Leben lang begleiten. Außerdem haben wir gemeinsam die Werte bestimmt, die ihm im Leben am wichtigsten sind. Anfangs fand er die Idee gar nicht so toll – doch am Ende hatte er großen Spaß daran. Podcast-Tipp „Legion“: https://www.ardaudiothek.de/sendung/legion/urn:ard:show:2e03fce3739ab514/
Hallo und herzlich willkommen! In diesen Outtakes geht es um ein ultra lange und frustrierende Fahrt mit der Deutschen Bahn. Danach geht es noch um Träume. Vorher, im sogenannten Harry Potter Podcast, geht es aber um die dritte Aufgabe des dreimagischen Turniers. Bestimmt ist diese Hecke und alles was damit zu tun hat magisch. Ansonsten würden sämtliche Distanzangaben absoluter quatsch sein. Aber oft ist ja auch einfach alles Quatsch. Genauso wie eure beiden Pokalsieger aus Passau, die sind kompletter Quatsch. Viel Spaß mit diesem Podcast Erzeugnis! Werbung: GroverAchtung Apple Sale bis zu 25% auf Apple Produkte ab 25.08. - mit Code HAGRIDAPPLE zusätzlich 40€ Rabatt auf den ersten Mietmonat. Ab einer Mietdauer von 6 Monaten. Nur für NeukundInnen. Gilt für alle Produkte - auch für rabattierte Produkte. https://www.grover.com/de-de?utm_source=hagridshuette&utm_medium=podcast&utm_campaign=de_b2c_hagridshuette_030825
Die "Digitalisierung" unseres Alltags schreitet stetig voran. Und immer mehr Anwendungen setzen auf Künstliche Intelligenz. Dadurch steigt aber auch der Stromverbrauch von Rechenzentren. Wie sie trotzdem klimaneutral arbeiten können, zeigen erste "grüne" Rechenzentren. Ein Podcast von David Globig. Credits: Autor: David Globig Sprecher: Gudrun Skupin, Jerzy May, Thomas Morawetz Technik: Andreas "Otto" Schellinger Redaktion: Pamela Wershofen Unsere InterviewpartnerInnen: Jens Gröger, Forschungskoordinator für Nachhaltige digitale Infrastrukturen, Öko-Institut Berlin: https://www.oeko.de/das-institut/team/team-detail/jens-groeger/ Markus Stepper, Gesamtprojektleiter für das "LEW Green Data Center", LEW TelNet GmbH, Augsburg: https://www.green-data-center.de/ Prof. Harald Kosch, Vizepräsident für Akademische Infrastruktur und IT, Universität Passau: https://www.fim.uni-passau.de/verteilte-informationssysteme/lehrstuhlteam/personendetails?config_id=a8d16e612076595e5b55aa227262539d&module=TemplatePersondetails&range_id=l07&target=60244&username=kosch01&cHash=d72b40116001b6e330b76b4a61a3cd62 Prof. Gitta Kutyniok, Lehrstuhl für Mathematische Grundlagen von Künstlicher Intelligenz, Ludwig-Maximilians-Universität München: https://www.ai.math.uni-muenchen.de/members/professor/kutyniok/index.html Prof. Frank Fitzek, Deutsche Telekom Lehrstuhl für Kommunikationsnetze, Technische Universität Dresden: https://tu-dresden.de/tu-dresden/profil/exzellenz/bright-minds/Prof-Frank-Fitzek Dr. Michael Förtsch, Gründer und CEO, Q.ANT GmbH, Stuttgart: https://qant.com/de/ Links: Gesetz zur Steigerung der Energieeffizienz in Deutschland (Energieeffizienzgesetz - EnEfG): https://www.gesetze-im-internet.de/enefg/BJNR1350B0023.html Studie des Öko-Insituts "Umweltauswirkungen Künstlicher Intelligenz": https://www.oeko.de/publikation/umweltauswirkungen-kuenstlicher-intelligenz/ Bavarian Green Data Center an der Universität Passau: https://www.uni-passau.de/bereiche/presse/pressemeldungen/meldung/auf-dem-weg-zum-klimaneutralen-rechenzentrum-digitalministerin-gerlach-und-praesident-der-universitaet-passau-unterzeichnen-kooperationsvereinbarung-fuer-modellprojekt Next Generation AI Computing (gAIn): https://tu-dresden.de/ing/elektrotechnik/die-fakultaet/aktuelles/news/ki-projekt-gain-soll-mit-tud-beteiligung-sachsen-und-bayern-eine-internationale-fuehrungsrolle-fuer-computing-technologien-verschaffen Zum Weiterhören: IQ - Wissenschaft und Forschung "KI macht Musik - So komponiert künstliche Intelligenz - Besser als der Mensch?", von Martin Schramm https://www.ardaudiothek.de/episode/urn:ard:episode:de6818fd6467b712/ Wir freuen uns über Post von Euch: WhatsApp (https://wa.me/491746744240) oder iq@br.de Falls Euch der IQ-Podcast gefällt, freuen wir uns über eine gute Bewertung, einen freundlichen Kommentar und ein Abo. Und wenn Ihr unseren Podcast unterstützen wollt, empfehlt uns gerne weiter! IQ verpasst? Hier könnt ihr die letzten Folgen hören: https://1.ard.de/IQWissenschaft
На фоне пагаршэння сітуацыі з міграцыйным заканадаўствам у шэрагу краін Еўрасаюза і ЗША рашэнне Германіі прыпыніць выдачу гуманітарных віз выглядае не больш, чым непрыемным момантам. Але насамрэч ён можа мець непрыемныя, а часам і катастрафічныя наступствы для беларусаў, якія шукаюць магчымасці выехаць з краіны з-за пераследу. Але насуперак усім гэтым пагаршэнням беларусы не апускаюць рукі і працягваюць рабіць сваю беларускую справу: праз прасоўванне нашых інтарэсаў, праз культурніцкую дыпламатыю. Што стала нагодай для такога рашэння ўладаў Германіі наконт гумвіз і якіх “сюрпрызаў” чакаць далей? Як за пяць гадоў у эміграцыі змяніўся стан культуры і культурніцкага менеджэменту і ці ёсць чым хваліцца? Ці адбудзецца сёлета на мюнхеншчыне ІV беларуска-нямецкі фэстываль культуры Minsk x Minga і з якой праграмай? На гэтыя ды іншыя пытанні ў эфіры Еўрарадыё адказвае сяброўка Пашыранай рады беларускага аб'яднання ў Германіі Razam, каардынатарка фестывалю Minsk x Minga, супрацоўніца Універсітэту Пасаў (The University of Passau) Хрысціна Дарапей
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/american-studies
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/education
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/african-american-studies
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of suspensions, expulsions, and dropout rates, surpassing all other demographic groups. Educational environments often fail to acknowledge and integrate the cultural and social needs of Black males, viewing them as "problems" rather than recognizing their immense potential for academic and leadership success. The prevalence of negative stereotypes in media, particularly in video games, exacerbates societal biases, portraying African American males as inherently violent and criminal. These representations contribute to implicit biases that affect perceptions and treatment in real-life scenarios. The systemic issues within the education system, coupled with socioeconomic factors, result in African American males being underrepresented in advanced placement and gifted education programs. This underrepresentation limits their opportunities for higher education and professional advancement. Confronting these challenges necessitates a comprehensive approach that encompasses the creation of inclusive educational environments, the eradication of systemic racism, and the promotion of positive representations of African American males in media. By acknowledging and fostering the potential of Black males, society can strive to reduce disparities and cultivate a more equitable and just education system that recognizes and celebrates their academic and professional achievements. African American Males and Video Gamesexplores the perspectives of four African American male college students aged 18 to 21 on the impact of video games on their academic growth and development. The participants, all maintaining a GPA of 3.0 or higher, shared their experiences with teachers, video games, and coping mechanisms. This qualitative approach allowed for a rich understanding of the participant's experiences and the role of video games in their academic and mental well-being. Video games emerged as a significant coping tool for the participants, providing a mental escape from academic and social pressures. The games allowed them to engage in competitive and creative activities, fostering a sense of accomplishment and reducing stress. For example, games like NBA 2K21 and Forza Horizon 4 enabled them to explore alter egos and interests in a virtual space, offering entertainment and a sense of community. African American Males and Video Gamesis a critical text for exploring alternatives in providing a quality education experience for young African American males. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/art
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/literary-studies
Grant Us Eyes is a book-length close reading of Bloodborne by literary critic Nathan Wainstein (LA Review of Books, Cartridge Lit, American Book Review). Grant Us Eyes situates the game's oft-discussed difficulty in relation to a much longer tradition of difficult art – surrealist painting, the modernist novel, etc. Wainstein probes the difficulty of Bloodborne's fragmented narrative, the difficulty of its graphical and aural glitches, the difficulty of the philosophical problems it poses, and the difficulty of performing close analysis itself within a medium that still doesn't have established, agreed-upon methods of interpretation in the way literature and film do. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
In 1550 Spanish court records show that the Augsburg armorer Kolman Helmschmied was paid an advance of 2,000 ducats for a full armour for king Philipp II. The final price for this piece was 3,000 ducats. At the same time Raphael could charge at max 170 ducats for an altarpiece. Even the Renaissances' best paid artist, Michelangelo received just 3,000 gold florins for the painting of the ceiling of the Sistine chapel. Armour, along with tapestries, were the most valuable artworks of the 15th and 16th century.That was just one set of armour made for the most powerful monarch of the time. But what about the thousands of soldiers he commanded, did they have armour? Oh yes they did. Not quite as sophisticated and certainly not as decorated, but they did. And where did these thousands of helmets and breast and back plates come from? From the same places where their prince's fancy metalwork came from, from Nürnberg and Augsburg. Their swords came from Passau and Solingen and their firearms from Suhl. How come these mostly southern Germn cities became the armories of Europe whose output clad the armies that fought the never-ending wars of the 15th, 16th and 17th century? How did they supersede Milan, the centre of weapons production in the preceding century in terms of quality, scale and availability, and create a tradition of metalworking and entrepreneurship that lasts until today?That is what we will look at in this episode.
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman (Mercer University, Macon, Georgia, USA) argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game? Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was just the goofy dream of House House, four friends in Melbourne, Australia. What began with a photo of a goose and the joking caption "Let's make a game about this" transformed into one of the wittiest and most stylish games of its generation. Through interviews with the creators and their co-conspirators, journalist and developer James O'Connor tells the story of how this indie megahit came to be, revealing how the team succeeded by evolving their friendship into an art practice, contributing to the wider Australian game development scene, trusting their own good taste, and never, ever naming their game. James O'Connor has been writing about games for most of his adult life. His work has been featured on IGN, GameSpot, Edge, and beloved Australian magazine institutions Hyper and PC PowerPlay. He has also worked as an academic, teacher, game developer, and in a handful of other roles around games. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
It's a beautiful day in the village, and you are a horrible goose, ready to wreak charming havoc on the weary locals. You'll ruin their gardens, invade their pub, and terrorize their children. What kind of scoundrels would make such a devious game? Before the critical acclaim, the tweets from celebrities, the major awards, the memes, the fan art, and the legion of players, Untitled Goose Game was just the goofy dream of House House, four friends in Melbourne, Australia. What began with a photo of a goose and the joking caption "Let's make a game about this" transformed into one of the wittiest and most stylish games of its generation. Through interviews with the creators and their co-conspirators, journalist and developer James O'Connor tells the story of how this indie megahit came to be, revealing how the team succeeded by evolving their friendship into an art practice, contributing to the wider Australian game development scene, trusting their own good taste, and never, ever naming their game. James O'Connor has been writing about games for most of his adult life. His work has been featured on IGN, GameSpot, Edge, and beloved Australian magazine institutions Hyper and PC PowerPlay. He has also worked as an academic, teacher, game developer, and in a handful of other roles around games. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
Ultima and World-Building in the Computer Role-Playing Game (Amherst College Press, 2024) is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series' storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima's celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima's reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series' legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games' production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design. Carly A. Kocurek is professor of digital humanities and media studies at the Illinois Institute of Technology. She is the author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) and Brenda Laurel: Pioneering Games for Girls (Bloomsbury, 2017).Matthew Thomas Payne is associate professor of ?lm, television, and theatre at the University of Notre Dame. He is the author of Playing War: Military Video Games after 9/11 (NYU Press, 2016), and is a co-editor of How to Play Video Games (NYU Press, 2019) and Joystick Soldiers: The Politics of Play in Military Video Games (Routledge, 2009). Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the University of Applied Sciences Neu-Ulm, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network