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Game ON

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Wie Spiele in den Medien eingesetzt werden. Welche Möglichkeiten gibt es Menschen spielerisch zu motivieren.

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Game ON

  1. 1. GAME ON Miriam Usenik, Stefan Teufel, Izidor Certov
  2. 2. Agenda 1. 2. 3. 4. 5. 6. Zusammenfassung des derzeitigen Wissenstandes Anwendungsmöglichkeiten für MUK Forschung Forschungsmethoden Ethik und Moral Theoretische (kommunikationswissenschaftliche) Basis
  3. 3. Zusammenfassung des derzeitigen Wissenstands Definition ... the literal meaning of this phrase is a request to formally start or continue a paused game, and in figurative use, it is usually expressed alone.
  4. 4. Zusammenfassung des derzeitigen Wissenstands State of the Art Alternate Reality Games Spiel + verschiedene Medien http://www.youtube.com/watch?v=tiU4AYPdIOw Augmented Reality Games Erweiterte Realität, Mensch – Technik Interaktion http://youtu.be/zXWSpcTnKTw Big Games möglichst viele Leute anlocken
  5. 5. Zusammenfassung des derzeitigen Wissenstands State of the Art Big Game http://www.youtube.com/watch?v=YXF0DT0NqZc Casual Games einfache elektronische Spiele Cinematic Games Handlung des Films eng mit der Story des Spiels verknüpft
  6. 6. Zusammenfassung des derzeitigen Wissenstands State of Art E-Sports PC – Games: 2- oder mehrere Spieler gegeneinander Geocaching Verbindung Outdoor - Aktivitäten mit Internet (GPRS) In-Game Advertising Einblendung von Werbung in Spielen
  7. 7. Zusammenfassung des derzeitigen Wissenstands In – Game Advertising http://www.youtube.com/watch?v=puhLKgXzrYM
  8. 8. Zusammenfassung des derzeitigen Wissenstands State of the Art Micro Games Kleine, einfache Spiele für zwischendurch Mobile Games Spiele für Smartphones Multiplayer viele Spieler spielen zur gleichen Zeit Nostalgic Entertainment Unterhaltungsprogramme die Erwachsene an Kindheit erinnern Online Games
  9. 9. Zusammenfassung des derzeitigen Wissenstands State of the Art Serious Games Verbindung von Spiel mit der realen Welt Social Games Applikationen auf sozialen Plattformen
  10. 10. Anwendungsmöglichkeiten für MUK Games + MUK Geocaching Jeep (Navigationssysteme+Jeep zu gewinnen) Verwendung für Werbezwecke Spiele zur Sensibilisierung für die Medienwelt Kundenbindung Reichweite
  11. 11. Anwendungsmöglichkeiten für MUK Games + MUK Gamification:
  12. 12. Anwendungsmöglichkeiten für MUK Games + MUK http://www.youtube.com/watch?v=dQk0803 6uNE
  13. 13. Anwendungsmöglichkeiten für MUK Games + MUK http://misterspex.de/sonnenbrillen/live-anprobe.html
  14. 14. Forschung Interessensgruppen I Universitäten Forschungsvereinigungen Unternehmen usw.
  15. 15. Forschung Interessensgruppen II gamestudies.org verschiedenen Genres der Spiele zu erforschen www.digra.org qualitativ hochwertige Forschung im Bereich Spiele www.ag-games.de wissenschaftlichen Diskurs über digitale Spiele als game studies bündeln
  16. 16. Forschung Involvement @ Games
  17. 17. Forschungsmethoden Die Methoden I 2001 = Year One der Game Studies (lt. gamestudies.org) 1. International Scholarly Conference on Computer Games in Copenhagen die 1. Studiengänge wurden an diversen Universitäten angeboten
  18. 18. Forschungsmethoden Die Methoden II 6 grundlegenden Orientierungen Ludologie:
  19. 19. Forschungsmethoden Die Methoden III Narrativistische Ansätze Cyberdrama Filmanalytische Ansätze Game – Architektur Lernbezogene Ansätze
  20. 20. Die Methoden IV Narratologie vs. Ludologie
  21. 21. Forschungsmethoden Forschungsausblick I @ Forschung: Spieler muss aktiv sein klassische Kommunikation mediatisierte interpersonale Komm. NEU! interaktive Kommunikation Kinder lernen spielerisch mit neuen Medien umzugehen (iPhone)
  22. 22. Forschungsmethoden Forschungsausblick II Gamification (Anwendung spieltypischer Elemente und Prozesse in spielfremdem Kontext) http://www.youtube.com/watch?v=XNic4wf8AYg
  23. 23. Ethik und Moral Ethik | Moral ?! Augmented Reality GTA 5 und Tierschutz Forschungsausblick: Gamification - Chance oder Datenfalle?
  24. 24. Ethik und Moral Ethik | Moral ?! Ad – Tracking (iOS) Daten über Nutzungsverhalten Personalisierte Werbung
  25. 25. Ethik und Moral Ethik | Moral ?! Ad – Tracking (Android)
  26. 26. Theoretische Basis Theoretische Basis Ludologie (lat. ludus= spielen) ist die Lehre vom Spiel. Agon, Alea, Mimikry, Ilinx SKI - Challenge
  27. 27. Theoretische Basis Theoretische Basis Medienforschung/analyse untersucht Medium an sich Mediennutzungsforschung Merkmale der Nutzer etc. Medienwirkungsforschung Individuum und Gesellschaft wird untersucht
  28. 28. It‘s your turn! Kunde: Raiffeisenbank Ziel: bis Ende des Jahres 1000 neue Jugendkonten Zeit: 15 min.
  29. 29. Quellen Literaturverzeichnis Beil, B. (2013). Game Studies - Eine Einführung. Berlin: LIT VERLAG Dr. W. Hopf. Brugger, M. (2011). Mukibude. Von http://mukibude.wordpress.com/tag/ludologische-prinzipien/ abgerufen Kringiel, D. (2013). Media Culture Online. Von https://mediacultureonline.de/fileadmin/bibliothek/kringiel_computerspielanalyse/kringiel_computerspielanalys e.pdf abgerufen Ludiwg, C., & Reimann, C. (2005). C-Lab. Von http://www.c- lab.de/fileadmin/user_upload/Ueber_Uns/Services_Downloads/CLAB_Reports/2005/1_C- LAB-TR-2005-1-Augmented_Reality_Information_im_Fokus.pdf abgerufen Müller, N. (2010). Trendbook. Hamburg: TrendONE. o.A. (2013a). AG Games. Von www.ag-games.de abgerufen o.A. (2013b). DIGRA. Von www.digra.org abgerufen o.A. (2013c). Familie und Medien. Von http://www.familieundmedien.de/wettbewerb/download/doku_FaMe_Serviceteil.pdf abgerufen o.A. (2013d). Game Studies. Von http://gamestudies.org abgerufen o.A. (2013e). Golem.de. Von http://www.golem.de/specials/augmented-reality/ abgerufen o.A. (2013f). Klicksafe.de. Von http://www.klicksafe.de/themen/spielen/computerspiele/ethik/ abgerufeno.A. (2013g). Newzoo. Von http://www.newzoo.com/free/rankings/monthly-top-20-social-games- facebook/ abgerufen o.A. (2013h). Wikipedia. Von http://de.wikipedia.org/wiki/Alternate_Reality_Game abgerufen o.A. (2013i). Wikipedia. Von http://de.wikipedia.org/wiki/Casual_Game abgerufen o.A. (2013j). Wikipedia. Von http://de.wikipedia.org/wiki/E-Sport abgerufen o.A. (2013k). Wikipedia. Von http://de.wikipedia.org/wiki/In-Game-Werbung abgerufen Quandt, T., Wimmer, J., & Wolling, J. (2008). Die Computerspieler. (T. Quandt, J. Wimmer, & J. Wolling, Hrsg.) Wiesbaden: VS Verlag für Sozialwissenschaften. Wanko, V. (2013). Urlauburlaub. Von http://urlauburlaub.wordpress.com/2013/10/01/geocaching- als-marketinginstrument-furtourismusbetriebe/ abgerufen

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