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Das Schöne, Gute, Wahre oder Urlaub in Hyrule 美好美好的,真实的或在Hyrule的假期
Colloquium Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.5
Martin G. Weiß
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引用次数: 0
Virtuelle Räume als Ort des Lernens oder als Zufluchtsort vor der Realität? 那是虚拟空间是学习的中心还是现实的避难所呢?
Colloquium Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.4
Sonja Gabriel
{"title":"Virtuelle Räume als Ort des Lernens oder als Zufluchtsort vor der Realität?","authors":"Sonja Gabriel","doi":"10.23963/cnp.2023.8.1.4","DOIUrl":"https://doi.org/10.23963/cnp.2023.8.1.4","url":null,"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.","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135311644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Hoffen und Bangen "希望与恐惧"
Colloquium Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.6
Gundolf S. Freyermuth
{"title":"Hoffen und Bangen","authors":"Gundolf S. Freyermuth","doi":"10.23963/cnp.2023.8.1.6","DOIUrl":"https://doi.org/10.23963/cnp.2023.8.1.6","url":null,"abstract":"The paper explores the history of the future in Western society, from the Renaissance to the post-pandemic present, and the media through which the shifting visions of the future are expressed. Four distinct phases are identified: the pre-modern era and its quest for a secular future focusing on the organizational improvement of worldly conditions; the modern era, which emphasized progress and the promise of better times ahead; the post-modern era, marked by dystopian scenarios of humanity’s destruction of the planet; the current period and its aspirations for humanity’s evolution through digital technology. – An accumulating number of ‘new’ media have shaped these designs of the future: First, the printed book allowed for the literary evocation of utopian and early science fiction visions. Later, the industrial media of film and television represented imagined futures audiovisually. Currently, digital games provide interactive simulations of dystopian and utopian futures, enabling immersive experiences and cyborg-like engagement. The further evolution of media may hybridize material reality and different software virtualities, thus facilitating extended experiences of potential futures. – The paper demonstrates that – as a consequence of changing cultural values and technological advances – four overarching “grand narratives” have structured the modern media history of the future: the humanistic metanarrative of secularization in pre-industrial modernity; the mass humanistic metanarrative of welfare through progress in the industrial age; the post-humanistic metanarrative of the climate catastrophe during the de-industrialization and early digitalization period; and finally, the emerging transhumanistic metanarrative of an impending digital singularity entailing a technological augmentation of the human species.","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135661436","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Dramatic agency und moralische Dilemmata 戏剧机构和道德难题
Colloquium Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.2
Stefan Emmersberger
{"title":"Dramatic agency und moralische Dilemmata","authors":"Stefan Emmersberger","doi":"10.23963/cnp.2023.8.1.2","DOIUrl":"https://doi.org/10.23963/cnp.2023.8.1.2","url":null,"abstract":"It is a relatively new idea to include video game narratives in German lessons. The following article argues that this genuin digital media offers a specific potential for learning with literature. Because of dramatic agency the players can influence the story and experience kaleidoscopic storytelling. It is to be assumed that especially immersion, involvement and engagement are intensified. The focus is on finding identity and moral development and the example Detroit: Become Human (2018/19). The genre of the video game narrative is science fiction with the city Detroit in 2038 as the setting. Androids and AI are part of every day life and raise the question what it really means to be human.","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games 世界要浪漫欧洲浪漫主义在影剧模拟游戏中的取景
Colloquium Pub Date : 2023-01-01 DOI: 10.23963/cnp.2023.8.1.3
Katja Aller
{"title":"Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games","authors":"Katja Aller","doi":"10.23963/cnp.2023.8.1.3","DOIUrl":"https://doi.org/10.23963/cnp.2023.8.1.3","url":null,"abstract":"This essay specifies how a sub-genre of the digital adventure game – the so-called walking simulator – reproduces and reflects ideas, motifs, and (narrative) structures of European Romanticism. The goal here is to draw attention to the genre’s potential for the academic discussion, analysis, and teaching of Romantic theories and patterns. To achieve this, I provide an introductory overview on the history of the walking simulator with emphasis on the early experimental games Explorer, The Forest, and LSD: Dream Emulator. An analysis of Dear Ether’s landscape design and narrative structure serves as access point into the discussion of how the Romantic ideas of 1. the sublime, 2. the silent poetry of nature, and 3. The Freudian Uncanny as well as the storytelling techniques of 1. synesthesia, 2. (reflective and meditative) walking, 3. fragmented narratives, and 4. (romantic) self-referentiality have been used in different walking simulators (such as Proteus, What Remains of Edith Finch, Gone Home, and The Beginners Guide) to tell (spatial) stories about emotions, identity, individuality. Walking simulators subvert traditional expectations towards digital games and, through their use of Romantic storytelling techniques, have changed the discourse about digital games as not only entertainment but a form of art.","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134890657","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Questo interminabile discorso sul nulla 这没完没了的空话
Colloquium Pub Date : 2022-06-01 DOI: 10.7359/990-2022-carr
A. Carrera
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引用次数: 0
The Mediterranean Sea as B/Order Space in "African Titanics": A Geo-Literary Analysis 地中海作为“非洲泰坦尼克”中的B/秩序空间:地理文学分析
Colloquium Pub Date : 2022-06-01 DOI: 10.7359/990-2022-ruzz
S. Ruzzi
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引用次数: 0
Crossing Borders, Intersecting Loyalties: Italian Americans' Allegiances in World War I 跨越国界,交叉忠诚:第一次世界大战中意大利裔美国人的忠诚
Colloquium Pub Date : 2022-06-01 DOI: 10.7359/990-2022-luco
S. Luconi
{"title":"Crossing Borders, Intersecting Loyalties: Italian Americans' Allegiances in World War I","authors":"S. Luconi","doi":"10.7359/990-2022-luco","DOIUrl":"https://doi.org/10.7359/990-2022-luco","url":null,"abstract":"","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76316558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Raccontare l’urbano, raccontare l’umano: spazio, memoria e domani in "La bocca del lupo" di Pietro Marcello 讲述城市,讲述人类:空间,记忆,明天在彼得·马塞洛的《狼之口》中
Colloquium Pub Date : 2022-06-01 DOI: 10.7359/990-2022-mode
Letizia Modena
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引用次数: 0
Traduttore-traditore: sottotitoli e censura politica in un film di Pasolini 帕索里尼电影中的字幕和政治审查
Colloquium Pub Date : 2022-06-01 DOI: 10.7359/990-2022-fior
D. Fioretti
{"title":"Traduttore-traditore: sottotitoli e censura politica in un film di Pasolini","authors":"D. Fioretti","doi":"10.7359/990-2022-fior","DOIUrl":"https://doi.org/10.7359/990-2022-fior","url":null,"abstract":"","PeriodicalId":34863,"journal":{"name":"Colloquium","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81248589","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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