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Benjamin Jörissen

"You can't just make books anymore": Computerspiele als Weg zum Buch (NY Times) - 0 views

  • “You can’t just make a book anymore,”
  • At the same time, Mr. Haarsma very calculatedly gave gamers who might not otherwise pick up a book a clear incentive to read: one way that players advance is by answering questions with information from the novel.
  • Spurred by arguments that video games also may teach a kind of digital literacy that is becoming as important as proficiency in print, libraries are hosting gaming tournaments, while schools are exploring how to incorporate video games in the classroom.
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  • John D. and Catherine T. MacArthur Foundation is supporting efforts to create a proposed public school that will use principles of game design like instant feedback and graphic imagery to promote learning.
  • Video games, said Mr. Bagley, 21, “certainly don’t have the same degree of emotional and intellectual complexity of a book.”Some people argue that video games are an emerging medium likely to undergo an evolution. “I wouldn’t be surprised if, in 10 or 20 years, video games are creating fictional universes which are every bit as complex as the world of fiction of Dickens or Dostoevsky,” said Jay Parini, a writer who teaches English at Middlebury College.
Benjamin Jörissen

In the List of Top-Selling Games, Clear Evidence of a Sea Change (NY Times) - 0 views

  • The image of the antisocial, sunlight-deprived game geek is enshrined in the popular consciousness as deeply as any stereotype of recent decades.
  • That’s changing. Online PC games in which thousands of players gab and explore together are attracting tens of millions of subscribers.
  • The list, released recently by the market research company NPD Group, highlights the soaring popularity of mass-market franchises like Guitar Hero and the Wii at the expense of critically acclaimed projects aimed at the same young-male audience the industry has relied on for years. (As recently as 2006, sales charts were covered with single-player diversions and sports games.)
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  • hard-core gamers and the old-school critics who represent them are becoming an ever smaller part of the audience
  • Game critics and players have been closely aligned in their tastes, perhaps because the writers and buyers came from more or less the same pool of tech-savvy young men. But judging from the Top 10 list, that paradigm may be breaking down.
  • Nine of the 10 top-selling games of 2007 include a significant multiplayer component.
  • If new acceptance by the masses is one pillar of gaming’s future, gaming’s emergence as a social phenomenon is the other.
Benjamin Jörissen

USA: Schulbücherei wird bücherlos - 0 views

  • Während es bislang aber immer nur um eine Ergänzung des gedruckten Angebots ging, sind in einer Schulbücherei bei Boston die Bücher nun komplett durch digitale Literatur ersetzt worden.
  • 18 eReader von Sony und Amazon wurden gekauft,
Benjamin Jörissen

Emotionale Ansteckung in Online-Netzwerken: "Glück verbreitet sich viral" - 0 views

  • Wie ansteckend das Glück des Einzelnen auf die Umgebung wirkt, erforschten James Fowler (University of California) und Nicholas Christakis (Harvard Medical School) auf der Grundlage der Langzeitstudie "Framing Heart Study". Die Wissenschaftler extrahierten daraus standardisierte Daten aus 20 Jahren und analysierten auf diesem Weg retrospektiv das Befinden von 4.739 Probanden. Das Ergebnis: Glück verbreitet sich in sozialen Netzwerken viral. Und: Je glücklicher das Umfeld, desto glücklicher das Individuum und vice versa. Es zeigte sich außerdem, dass besonders glückliche Menschen meist im Mittelpunkt eines sozialen Netzwerks stehen und dass sich in sozialen Gefügen glückliche und unglückliche Menschen in Clustern gruppieren. So finden sich im Umfeld von zufriedenen Menschen hauptsächlich Gleichgesinnte. Das eigene Glück kann sich bis zum dritten Kontaktgrad auswirken und ist demnach ein Netzwerk-Phänomen par excellence.
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