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Adornos Konzept der Kulturindustrie und die gegenwärtige Marktpolitik der Spieleindustrie. Ein Vergleich

Adornos Konzept der Kulturindustrie und die gegenwärtige Marktpolitik der Spieleindustrie. Ein Vergleich

          
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About the Book

Studienarbeit aus dem Jahr 2015 im Fachbereich Soziologie - Wirtschaft und Industrie, Note: 1,7, Christian-Albrechts-Universität Kiel (Sozialwissenschaften), Sprache: Deutsch, Abstract: Die Arbeit versucht, die Thesen Adornos zur Kulturindustrie kritisch aufzuarbeiten und zu untersuchen, inwiefern sich diese auf die gegenwärtige Spieleindustrie beziehen lassen. Das US-Unternehmen Electronic Arts (EA) ist mit einem Umsatz von 3,57 Mrd. US-Dollar derzeit der größte Publisher (Verleger) von Computer- und Videospielen weltweit. Diese Marktmacht garantiert EA einen großen wirtschaftlichen Einfluss auf die gesamte Spieleindustrie und ist somit einer von wenigen Publishern, die die Richtlinien der Branche vorgeben. Da EAs wirtschaftliches Handeln auf dem Prinzip der Gewinnmaximierung beruht, orientieren sich viele Geschäftsentscheidungen an den Wünschen der angepeilten Zielgruppen. Da das Gaming sich jedoch noch immer in einer Übergangsphase von einer Subkultur hin zur Massenkultur befindet, kommt es in der Aushandlung der kulturellen Bedeutung von Computerspielen oftmals noch zu Konflikten zwischen Industrie und Konsument. So erläuterte beispielsweise kürzlich der Vorstandsvorsitzende von EA, Richard Hilleman, auf der diesjährigen Entwickler-Konferenz DICE in Las Vegas eine scheinbare Problematik gegenwärtiger Computerspiele: "Unsere Spiele sind tatsächlich immer noch zu schwer zu erlernen. Der Durchschnittsspieler benötigt wohl etwa zwei Stunden, um unsere simpelsten Spiele zu erlernen. Und zwei Stunden von jemandem zu verlangen - von den meisten unserer Kunden, in ihrem normalen Familienalltag - zwei zusammenhängende Stunden zu finden, um sich darauf zu konzentrieren, ein Spiel zu erlernen, da verlangen wir viel." Hilleman fordert in dieser Aussage eine Vereinfachung der Spielmechaniken, um sie für den Massenmarkt der Gelegenheitsspieler (Casual Gamer) attraktiv zu machen und somit den Verkauf der eigenen Produkte zu fördern. Auf der anderen Seite des Diskurses steh


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Product Details
  • ISBN-13: 9783668288447
  • Publisher: Grin Verlag
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 32
  • Series Title: German
  • Weight: 54 gr
  • ISBN-10: 3668288445
  • Publisher Date: 06 Sep 2016
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 2 mm
  • Width: 148 mm


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