Gewalt in Computerspielen - Über den Zusammenhang zwischen virtueller Welt und realer Gewalt
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Gewalt in Computerspielen - Über den Zusammenhang zwischen virtueller Welt und realer Gewalt

Gewalt in Computerspielen - Über den Zusammenhang zwischen virtueller Welt und realer Gewalt


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About the Book

Diplomarbeit aus dem Jahr 2007 im Fachbereich Soziologie - Medien, Kunst, Musik, Note: 1,0, Freie Universität Berlin (Soziologie), Sprache: Deutsch, Abstract: Die Arbeit gliedert sich folgendermaßen: Der erste Abschnitt beschäftigt sich mit den grundlegenden Mechanismen von Computerspielen. Es darum herauszuarbeiten, welche Unterschiede und Gemein¬samkeiten die verschiedenen Kategorien von Computerspielen aufweisen, welche Anforderungen an die Nutzer gestellt werden, welche Besonderheiten Computer¬spiele gegenüber anderen Medien aufweisen und woraus sich eine mögliche Faszination für Computerspiele ableiten lässt. Im zweiten Abschnitt wird der Versuch unternommen den Gewalt- und Aggressions¬begriff ausdifferenzieren. Es stellt sich die Frage, welche Form von Gewalt findet in Computerspielen statt. (...) Die Ziele in diesem Ab¬schnitt bestehen darin, wenn möglich, einen Gewaltbegriff herauszuarbeiten, welcher dem Phänomen annähernd gerecht werden kann und durch die Differenzierung der beiden Begriffe die Theorien im dritten Abschnitt besser über¬prüfbar zu machen, d.h. herauszuarbeiten welche Rolle Aggression und Gewalt in den jeweiligen Theorien spielen. Der dritte Abschnitt widmet sich den verschiedenen theoretischen Aspekten medialer Gewaltdarstellung, welche zum Teil aus der traditionellen Medien¬wirkungs¬forschung entspringen, jedoch oftmals unverändert auf Computer¬spiele übertragen werden. Hierbei werden besonders zwei Ansätze der klassischen Medienforschung untersucht, die als gegensätzliche Eckpfeiler der Medienforschung angesehen werden können. 1. Der Stimulus- Response- Ansatz, mit sehr starkem Fokus auf das jeweils untersuchte Medium an sich. 2. Der Uses- and- Gratifications- Ansatz, der sich stärker auf die Rezipienten von Medien konzentriert. (...) Der vierte Abschnitt besteht in der Klärung von Besonderheiten von "virtuellen" Erfahrungswelten, also der Frage: Wodurch zeichnen sich diese aus, und welche Unterschiede zur "realen" Welt bestehen? Hier wi


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Product Details
  • ISBN-13: 9783640124800
  • Publisher: Grin Verlag
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 138
  • Series Title: German
  • Weight: 240 gr
  • ISBN-10: 3640124804
  • Publisher Date: 16 Aug 2008
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 8 mm
  • Width: 148 mm


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