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Einfluss von Head-Mounted Displays auf Präsenzerleben, Flow und aggressive Kognitionen bei der Rezeption gewalthaltiger Videospiele

Einfluss von Head-Mounted Displays auf Präsenzerleben, Flow und aggressive Kognitionen bei der Rezeption gewalthaltiger Videospiele

          
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About the Book

Bachelorarbeit aus dem Jahr 2014 im Fachbereich Medien / Kommunikation - Forschung und Studien, Note: 1,0, Universität Augsburg (Institut für Medien, Wissen und Kommunikation), Sprache: Deutsch, Abstract: Wurden Videospiele vor einigen Jahren sowohl wirtschaftlich als auch gesellschaftlich noch belächelt, haben sie ihr Nischendasein mittlerweile hinter sich gelassen. Die Umsätze stellen heute sogar die Filmindustrie in den Schatten (Lynch, 2013, o.S.; Kain, 2013, o.S.) und allein in Deutschland spielen rund 23 Millionen Menschen regelmäßig digitale Spiele, unabhängig von Alter, Bildung oder sozialer Schicht (BIU, 2011, S. 1). Die gespielten Titel unterscheiden sich dabei nicht nur hinsichtlich ihrer Genrezugehörigkeit und der Thematik, sondern auch erheblich in Aspekten wie Grafik, Spielmechanik und Steuerung. Trotz dieser Unterschiede lässt sich, zumindest bei erfolgreichen Spielen, eine grundlegende Gemeinsamkeit identifizieren: das Potenzial eine eigene virtuelle Welt zu kreieren und die Spielenden in diese Welt hineinzuziehen (Jennett et al., 2008, S. 4). Das komplette (mentale) Eintauchen in eine virtuelle Welt, wird als Immersion bezeichnet (Murray, 1997, S. 98f.) und kann durch Präsenzerleben (das Ge-fühl physisch im Spiel anwesend zu sein) und Flow-Erleben (das Gefühl, wenn eine Tätigkeit absolut glatt läuft und man alles um sich herum vergisst) erklärt werden. Da die Immersion im Allgemeinen eines der Hauptmotive für das Spielen von Videospielen ist (Yee, 2006, S. 344f.), versucht die Branche selbige fortwährend durch neue Technologien zu verbessern. An der Basis stehen dabei sogenannte Head-Mounted Displays (HMD). Diese brillenartigen Geräte ermöglichen es dem Spieler z.B. sich in der virtuellen Umgebung mit natürlichen Kopfbewegungen umzusehen, während alle anderen visuellen Reize der realen Welt ausgeblendet werden. Das Ergebnis ist ein Spielerlebnis, das von der Fachpresse gerne als revolutionär bezeichnet wird (Long, 2014, o.S.). Für die vorliegende A


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Product Details
  • ISBN-13: 9783656714088
  • Publisher: Grin Verlag Gmbh
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Weight: 113 gr
  • ISBN-10: 3656714088
  • Publisher Date: 07 Aug 2014
  • Height: 210 mm
  • No of Pages: 80
  • Spine Width: 5 mm
  • Width: 148 mm


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Einfluss von Head-Mounted Displays auf Präsenzerleben, Flow und aggressive Kognitionen bei der Rezeption gewalthaltiger Videospiele
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Einfluss von Head-Mounted Displays auf Präsenzerleben, Flow und aggressive Kognitionen bei der Rezeption gewalthaltiger Videospiele
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