@article{Morris2003, author = {Morris, Leslie}, title = {Hyper-architectural typologies in virtual gaming environments}, doi = {10.25643/bauhaus-universitaet.1280}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080318-13502}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Computerspiel}, language = {en} } @techreport{KlemensTetzner2011, author = {Klemens, Laub and Tetzner, Thomas}, title = {Social Game Environmental Management}, doi = {10.25643/bauhaus-universitaet.1459}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20110905-15587}, year = {2011}, abstract = {Was ist soziales spielen? Warum ist es heutzutage so beliebt? Welche Mechaniken stecken hinter dem Erfolg? Weiterhin behandelt der Bericht eine neue Spielidee, die eine umwelttechnische Komponente f{\"u}r Bildungszwecke beinhaltet.}, subject = {Facebook}, language = {en} } @phdthesis{Pias2000, author = {Pias, Claus}, title = {Computer Spiel Welten}, doi = {10.25643/bauhaus-universitaet.35}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20040219-378}, school = {Bauhaus-Universit{\"a}t Weimar}, year = {2000}, abstract = {Eine diskursarch{\"a}ologische Studie zur Entstehung von Computerspielen entlang der Begriffe von Reaktion, Entscheidung und Regulation in Mensch-Maschine-Systemen. Sie rekonstruiert die Emergenz des Computerspiels aus heterogenen Wissensbereichen wie Experimentalpsychologie, Arbeitswissenschaft, Kriegstechnologie, Hard- und Softwaregeschichte, Graphentheorie, Meteorologie, Spel{\"a}ologie, Philosophie, Behaviorismus, Kognitionswissenschaft, Spieltheorie und Kybernetik.}, subject = {Computerspiel}, language = {de} } @phdthesis{Neitzel2000, author = {Neitzel, Britta}, title = {Gespielte Geschichten. Sturktur- und prozessanalytische Untersuchungen der Narrativit{\"a}t von Videospielen}, doi = {10.25643/bauhaus-universitaet.69}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20040311-721}, school = {Bauhaus-Universit{\"a}t Weimar}, year = {2000}, abstract = {Ausgehend von der These, dass es keine v{\"o}llig neuen Medien gibt, Medien vielmehr aus Ver{\"a}nderungen und Hybridisierungen anderer Medien entstehen, stellt die Arbeit die Untersuchung der Narrativit{\"a}t von Videospielen in einen intermedialen Zusammenhang. Dabei werden die medienspezifischen Differenzen der Erz{\"a}hlung und des Erz{\"a}hlens in Film, Fernsehen und Videospielen fokussiert. Neben der Strukturanalyse wird die visuelle Darstellungsebene sowie der Einbezug des Spielers in den Prozess der Narration betrachtet. Dies m{\"u}ndet in einer Theorie der Beobachtungsperspektive und der Handlungsposition des Spielers (Point-of-View und analog "Point-of-Action"), die wichtige Bestandteile des komplexen Erz{\"a}hlersystems der Videospiele bilden. Damit stellt die Arbeit ein, auf Kriterien der Narrativit{\"a}t basierendes, systematisches Beschreibungsinstrumentarium f{\"u}r Videospiele bereit.}, subject = {Videospiel}, language = {de} } @phdthesis{Wieneke2009, author = {Wieneke, Lars}, title = {An analysis of productive user contributions in digital media applications for museums and cultural heritage.}, doi = {10.25643/bauhaus-universitaet.1442}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20101214-15285}, school = {Bauhaus-Universit{\"a}t Weimar}, year = {2009}, abstract = {In a historical perspective, the relationship between digital media and the museum environment is marked by the role of museums as example use cases for the appli- cation of digital media. Today, this exceptional use as an often technology oriented application has changed and instead digital media have turned into an integral part of mediation strategies in the museum environment. Alongside with this shift not only an increasing professionalization of application development but also a grow- ing demand for new content can be observed. Comparable to its role as the main cost factor in the media industry, the production of content rises to a challenge for museums. In particular small and medium scale european museums with limited funding and an often low level of staff coverage face this new demand and strive therefore for alternative production resources. While productive user contributions can be seen as such an alternative resource, user contributions are at the same time a manifestation for a different mode of in- teracting with content. In contrast to the dominantly passive role of audiences as re- ceivers of information, productive contributions emerge as a mode of content ex- ploration and become in this regard influential for museum mediation strategies. As applications of user contributions in museums and cultural heritage are currently rather seldom, a broader perspective towards user contributions becomes necessary to understand its specific challenges, opportunities and limitations. Productive user contributions can be found in a growing number of applications on the Internet where they either complement or fully substitute corporate content production processes. While the Wikipedia1, an online encyclopedia written entirely by a group of users and open to contributions by all its users, is one of the most prominent examples for this practice, several more applications emerged or are be- ing developed. In consequence user contributions are about to become a powerful source for the production of content in digital media environments.}, subject = {Neue Medien}, language = {en} }