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Eine Untersuchung des Third-Person-Effekts im Bereich der Glücks- und Videospiele

Eine Untersuchung des Third-Person-Effekts im Bereich der Glücks- und Videospiele

          
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About the Book

Studienarbeit aus dem Jahr 2012 im Fachbereich Medien / Kommunikation - Theorien, Modelle, Begriffe, Note: 2,3, Johannes Gutenberg-Universität Mainz (Institut für Publizistik), Veranstaltung: Third-Person-Effekte in neuen Medienumgebungen, Sprache: Deutsch, Abstract: Stand 2012 spielen 35 Prozent der Deutschen zumindest gelegentlich Video- und Computerspiele, was einen Anstieg von sieben Prozentpunkten seit 2008 bedeutet. Und gut acht Millionen Erwachsene in Deutschland spielen sogar mehrmals wöchentlich Videospiele. Diese Zahl hat sich damit alleine im Zeitraum von 2007 bis 2012 mehr als verdoppelt und entspricht mittlerweile einem Anteil von 11,4 Prozent an der erwachsenen Bevölkerung. Damit wird die Computer-und Videospielindustrie im diesem Jahr neuesten Hochrechnungen zufolge insgesamt 2,5 Milliarden Euro umsetzen. Ähnliches ist auch bei dem Konsum von Glücksspielen zu beobachten. Alleine auf dem On-line-Glücksspielmarkt ist das weltweite Marktvolumen in den Jahren 2003 bis 2012 von 7,4 Milliarden US-Dollar auf schätzungsweise über 35 Milliarden US-Dollar angestiegen, was nahezu einer Verfünffachung entspricht. Und laut einer Forsa-Umfrage nahmen 2010 alleine zwei Millionen Deutsche an Glücksspielen im Internet teil. Mit der wachsenden Bedeutung von Glücks- und Videospielen muss aber auch von einer sich ausweitenden Zahl der Spielsüchtigen ausgegangen werden. Das Hans-Bredow-Institut ermittelte in einer repräsentativen Studie 2011, dass sich 0,5 Prozent der deutschen erwachsenen Bevölkerung über dem Schwellenwert der Abhängigkeit befinden. Noch etwas höher fallen die Zahlen beim Glücksspiel aus: Laut der repräsentativ angelegten Bevölkerungsstudie PAGE mit über 15.000 Befragten ergibt sich 2011 ein Anteil der pathologischen Glücks-spieler von 0,9 Prozent an der erwachsenen deutschen Gesamtbevölkerung (vgl. Hans-Bredow-Institut; PAGE-Studie). Viele der Spieler sind sich dieser Problematik durchaus bewusst. Das Thema Spielsucht ist nicht neu und auch in den


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Product Details
  • ISBN-13: 9783668181151
  • Publisher: Grin Publishing
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 2 mm
  • Width: 148 mm
  • ISBN-10: 3668181152
  • Publisher Date: 31 Mar 2016
  • Height: 210 mm
  • No of Pages: 26
  • Series Title: German
  • Weight: 50 gr


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