245 research outputs found
"Know Your History!" The Cold War in Video Games and its function.
Digital games are products of our society, products of our culture; they are not created in aseptic underground laboratories without contact to the outside world. Whether consciously or not, developers are always inspired by their environment, their experiences and worldviews in the creation of their game worlds. Fantasy game worlds, just like âhistoricalâ ones, therefore always transport political statements. Ideas of domination, gender and economy thus find their way into global strategy games, role-playing games and economic simulations. These communicated worldviews, however, do not remain static. On the contrary, they evolve with our societies. This becomes particularly clear in the case of historical settings.
The Cold War is particularly interesting for this type of research for two reasons: First of all, the Cold War was a geopolitical, but at the same time also a political and a cultural conflict that potentially had an impact on people's everyday lives. And second, we have here the rather unique opportunity to compare how one and the same medium first processed a contemporary conflict (until 1989/1990) and later went through a similar process but with a now historical phenomenon (from the 1990s to today
Why we thought it was a good idea to build a DACH games database
Eugen Pfister and Adrian Demleitner held a presentation at the German Literature Archive (DLA) in Marbach on the topic of building a database for digital games that were developed or are related to the German-speaking countries
"Wie lernt man die Welt am besten kennen? Man macht sie sich untertan": Zur Ideengeschichte von Herrschaft in digitalen Spielen
The history of ideas of the late twentieth and early twenty-fist centuries requires to take into account new forms of media expression such as video games. Video games have been an integral part of our entertainment culture for more than 40 years and are an international billion dollar business. Questions like âWhat is power? What does justice mean in politics? Who should govern whom?â are not only encountered in political essays and parliamentary debates. In order to understand how people have thought about domination in concrete societies over the past 40 years, we also have to examine the games that were played. Games cannot be imagined as an element of our societies and cultures independently of them; they are spaces of discourse where statements are constructed and communicated, and political ideas can be tested and applied in a playful way. As a medium, they thus provide a necessary space of communication within our highly complex societies, and as models of abstraction they also offer very specific access to a (very specific?) political reality
âWhat is the Best Way to Discover the World? To Subdue Itâ: On the History of Ideas of Domination in Video Games
The history of ideas of the late twentieth and early twenty-fist centuries requires to take into account new forms of media expression such as video games. Video games have been an integral part of our entertainment culture for more than 40 years and are an international billion dollar business. Questions like âWhat is power? What does justice mean in politics? Who should govern whom?â are not only encountered in political essays and parliamentary debates. In order to understand how people have thought about domination in concrete societies over the past 40 years, we also have to examine the games that were played. Games cannot be imagined as an element of our societies and cultures independently of them; they are spaces of discourse where statements are constructed and communicated, and political ideas can be tested and applied in a playful way. As a medium, they thus provide a necessary space of communication within our highly complex societies, and as models of abstraction they also offer very specific access to a (very specific?) political reality.The history of ideas of the late twentieth and early twenty-fist centuries requires to take into account new forms of media expression such as video games. Video games have been an integral part of our entertainment culture for more than 40 years and are an international billion dollar business. Questions like âWhat is power? What does justice mean in politics? Who should govern whom?â are not only encountered in political essays and parliamentary debates. In order to understand how people have thought about domination in concrete societies over the past 40 years, we also have to examine the games that were played. Games cannot be imagined as an element of our societies and cultures independently of them; they are spaces of discourse where statements are constructed and communicated, and political ideas can be tested and applied in a playful way. As a medium, they thus provide a necessary space of communication within our highly complex societies, and as models of abstraction they also offer very specific access to a (very specific?) political reality
Grenzen - Kulturhistorische AnnÀherungen
Con autorizaciĂłn de la editorial para este libro.Grenzen haben wieder Konjunktur trotz Globalisierung und Vernetzung. Seit jeher bergen sie die Ambivalenz von Anziehung und AbstoĂung, von Trennung und Ăberschreitung in sich. Doch wie werden und wurden Grenzen konstruiert und gedacht? Welche sozialen, politischen und kulturellen Auswirkungen haben sie?
Im vorliegenden Band beschĂ€ftigen sich AutorInnen aus geschichts- sowie kulturwissenschaftlicher Perspektive mit unterschiedlichen PhĂ€nomenen von Grenzen und GrenzziehungsÂprozessen vom 16. bis zum 21. Jahrhundert. Thematisiert werden Konstruktionen und Imaginationen von SouverĂ€nitĂ€t und IdentitĂ€t, Nation Building, GrenzrĂ€ume als interkulturelle und ökonomische Kontaktzonen im Spannungsfeld von Zentrum und Peripherie, spezifische Funktionen von GrenzrĂ€umen sowie die Rolle und Situation von Grenzbevölkerungen. Die Fallbeispiele stammen aus Europa, den Amerikas und den Philippinen und beschĂ€ftigen sich auch mit der Symbolik von Grenzen in Film, Computerspielen und Architektur.Eberhard Crailsheim: Die vorliegende Untersuchung ist Teil eines Projekts, das vom Horizon 2020
Research and Innovation Programme der EuropÀischen Union unter dem Marie
SkĆodowska-Curie Grant Agreement Nummer 653508 (Phil-Threats) finanziert
wurde.Peer reviewe
Omecamtiv mecarbil in chronic heart failure with reduced ejection fraction, GALACTICâHF: baseline characteristics and comparison with contemporary clinical trials
Aims:
The safety and efficacy of the novel selective cardiac myosin activator, omecamtiv mecarbil, in patients with heart failure with reduced ejection fraction (HFrEF) is tested in the Global Approach to Lowering Adverse Cardiac outcomes Through Improving Contractility in Heart Failure (GALACTICâHF) trial. Here we describe the baseline characteristics of participants in GALACTICâHF and how these compare with other contemporary trials.
Methods and Results:
Adults with established HFrEF, New York Heart Association functional class (NYHA)ââ„âII, EF â€35%, elevated natriuretic peptides and either current hospitalization for HF or history of hospitalization/ emergency department visit for HF within a year were randomized to either placebo or omecamtiv mecarbil (pharmacokineticâguided dosing: 25, 37.5 or 50âmg bid). 8256 patients [male (79%), nonâwhite (22%), mean age 65âyears] were enrolled with a mean EF 27%, ischemic etiology in 54%, NYHA II 53% and III/IV 47%, and median NTâproBNP 1971âpg/mL. HF therapies at baseline were among the most effectively employed in contemporary HF trials. GALACTICâHF randomized patients representative of recent HF registries and trials with substantial numbers of patients also having characteristics understudied in previous trials including more from North America (n = 1386), enrolled as inpatients (n = 2084), systolic blood pressureâ<â100âmmHg (n = 1127), estimated glomerular filtration rate <â30âmL/min/1.73 m2 (n = 528), and treated with sacubitrilâvalsartan at baseline (n = 1594).
Conclusions:
GALACTICâHF enrolled a wellâtreated, highârisk population from both inpatient and outpatient settings, which will provide a definitive evaluation of the efficacy and safety of this novel therapy, as well as informing its potential future implementation
âThe FĂŒhrerâs facial hair and name can also be reinstated in the virtual worldâ Taboos, Authenticity and the Second World War in digital game
History is not only the construction of a past, but is also its interpretation. In this paper we study examples of taboos in historical representations of World War II in digital games as sources for contemporary collective identities. To this end we analyze two distinct phenomena: legal and cultural taboos determining what can be shown and what can be said in these games. We will show how a cultural and political paradigm shift has occurred in Austria and Germany in recent years. Thus, the portrayal of the Holocaust is no longer only under- stood as a taboo but also as a necessary part of our culture of remembrance. In a second part, we will look at how taboos are not only discussed but also co-con- structed within the gaming community on the occasion of authenticity debates
Kapitel VII, in welchem die Herren Görgen, Huberts, Inderst und Pfister eine Geschichte von der Armut im Spiel erzÀhlen
Arno Görgen*,  Rudolf Inderst** und Eugen Pfister im GesprĂ€ch mit Christian Huberts*** [Auftritt Arno Görgen und Eugen Pfister. In einem schĂ€bigen Londoner Wirtshaus âZum Bullenâ wirken die zwei fein gekleideten Gentlemen merkwĂŒrdig deplaziert. Da hilft es auch nicht, als sie sich bemĂŒhen einen möglichst âauthentischenâ Slang zu simulieren:] "Das is wohl das GepĂ€ck von deinem Freund, Eugen?" fragte Mr. Görgen den jungen Pfister, als dieser mit einer Reisetasche und einem kleinen Mantelsack de..
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