Virtuelle Räume als Ort des Lernens oder als Zufluchtsort vor der Realität?

Colloquium Pub Date : 2023-01-01 DOI:10.23963/cnp.2023.8.1.4
Sonja Gabriel
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引用次数: 0

Abstract

The last years have shown an increase in (online) gaming. Especially during Covid-19 restrictions many players made use of games to stay in contact with others and to socialize. Although the concept of the third place was originally meant to address only real-life spaces, there are some characteristics of third places that can be projected onto virtual spaces and especially onto Massively Multiplayer Online Games as well. Another term being related to online games are affinity spaces – defined as online spaces where socializing as well as learning and exchanging knowledge take place. These affinity spaces are often found close to popular media – and also as communities around games. Although research has linked spending time in online games with negative psychological consequences for the players for some time, newer research shows also the positive outcomes on wellbeing when spending time in virtual worlds. As far as teaching and media literacy are involved, online games and virtual worlds should be regarded as places in which learning can take place.
那是虚拟空间是学习的中心还是现实的避难所呢?
过去几年,(在线)游戏呈现增长趋势。特别是在Covid-19限制期间,许多玩家利用游戏与他人保持联系和社交。虽然第三地点的概念最初只针对现实生活空间,但第三地点的一些特征也可以投射到虚拟空间,特别是大型多人在线游戏中。与网络游戏相关的另一个术语是亲和空间——定义为社交、学习和交换知识的在线空间。这些亲和性空间通常靠近流行媒体,或者是围绕游戏的社区。虽然有研究表明,在一段时间内,花时间玩网络游戏会给玩家带来负面的心理影响,但最新的研究也表明,花时间玩虚拟世界对健康有积极的影响。就教学和媒介素养而言,网络游戏和虚拟世界应该被视为可以进行学习的地方。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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