Politische Transferprozesse in Digitalen Spielen. Eine Begriffsgeschichte
Version
Published
Date Issued
2020
Author(s)
Editor(s)
Simond, Stefan Heinrich
Type
Book Chapter
Language
German
Abstract
In digital games, we learn. On the one hand, transfer processes in digital
games are no longer doubted, at least in research. On the other hand, however, there
is a lack of generally accessible and concrete research results. That is, we assume that
there are transfer processes without knowing how they work. In this chapter, starting
with a theoretical definition of knowledge, the authors try to trace theories from different
disciplines of research (history, political science, communication science, and
sociology), which seem plausible for transfer processes in digital games. In a history
of the concept of knowledge transfer, they examine the theoretical models of »knowledge
transfer,« »cultivation,« »socialization,« and »collective identity« for their applicability
and validity with regard to the supposed transfer processes in digital games.
A critical history of these terms enables the reader to learn from the results, mistakes
and debates of other media (especially film and television). By simultaneously acknowledging
the special features of the medium of digital gameplay (interactivity,
procedural character of the game etc.) it is the hope of the authors to support a better
understanding of digital games as part of popular culture, in which knowledge is being
communicated.
games are no longer doubted, at least in research. On the other hand, however, there
is a lack of generally accessible and concrete research results. That is, we assume that
there are transfer processes without knowing how they work. In this chapter, starting
with a theoretical definition of knowledge, the authors try to trace theories from different
disciplines of research (history, political science, communication science, and
sociology), which seem plausible for transfer processes in digital games. In a history
of the concept of knowledge transfer, they examine the theoretical models of »knowledge
transfer,« »cultivation,« »socialization,« and »collective identity« for their applicability
and validity with regard to the supposed transfer processes in digital games.
A critical history of these terms enables the reader to learn from the results, mistakes
and debates of other media (especially film and television). By simultaneously acknowledging
the special features of the medium of digital gameplay (interactivity,
procedural character of the game etc.) it is the hope of the authors to support a better
understanding of digital games as part of popular culture, in which knowledge is being
communicated.
Subjects
N Visual arts (General) For photography, see TR
NX Arts in general
PN Literature (General)
ISBN
978-3-8376-5328-1
Publisher DOI
Series/Report No.
Medical Humanities
Organization
Volume
6
Project(s)
Horror - Game - Politics
Publisher
transcript Verlag
Submitter
GörgenA
Citation apa
Pfister, E., & Görgen, A. (2020). Politische Transferprozesse in Digitalen Spielen. Eine Begriffsgeschichte (A. Görgen & S. H. Simond, Eds.; Vol. 6). transcript Verlag. https://doi.org/10.24451/arbor.13570
Note
This text is posted here by permission of transcript Verlag for personal use only, not for redistribution
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