Markus Engelns, Patrick Voßkamp
Computer games are among the media phenomena that are discussed intensively again and again. Sometimes there is talk of "media neglect", then there are warnings about "killer games" and attempts are made to explore the connection between "ego shooters" and violence in children and young people.
On the other hand, there are studies that show that computer games make you smart and fast, that eSports championships are becoming increasingly popular and that computer and console games are declared cultural assets. At the same time, billions of euros are turned over every year in retail with digital games.
"Computer game philology in schools and universities" is intended to continue an OBST tradition of critically appraising the use of so-called new media in schools and universities. With the help of exemplary analyzes of digital games, the aim is to show which linguistic means computer games can be examined - but also where the limits of such examinations lie. OBST 96 counters this situation with a double perspective: the previous language-centered research approaches are systematized and expanded to include a (higher) school didactic dimension - also with a view to "media education in schools".
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
German | Paperback | | 9783956050749 | 2020 | 244 |
OTHER NAMES
OBST 96
OBST: Sprechende Pixel – Computerspielphilologie in Schule und Hochschule
TAGS
Authors: #AlexanderPreisinger #BenjaminEisenberg #DušanStamenković #FrederikKirchhoff #FriedrichWerther #HajoDiekmannshenke #HannsChristianSchmidt #JaninaWildfeuer #JanMBoelmann #JanNiklasMeier #LenaMeyer #MarkusEngelns #MarkusLohoff #MichaelBeißwenger #PatrickVoßkamp #StephanPackard #TobiasHübner
Publishers: #UniversitätsverlagRheinRuhr (Universitätsverlag Rhein-Ruhr)
Languages: #German
Format: #Paperback
Accessibility: N/A
Year: #Year2020
Genres: #GameStudies #Teaching (Pedagogy)
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