28 Research products, page 1 of 3
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- Other research product . Other ORP type . 2021Open Access GermanAuthors:Marciniak, Katja; Sutter, Paul;Marciniak, Katja; Sutter, Paul;Country: Germany
Die Anleitung richtet sich an alle Wissenschaftler und Wissenschaftlerinnen an der Berlin-Brandenburgischen Akademie der Wissenschaften (BBAW), welche die BBAW-Instanz der webbasierten Software "Research Data Management Organiser" (RDMO) nutzen. RDMO unterstützt Forschende durch einen vordefinierten und an die Besonderheiten der BBAW angepassten Fragenkatalog bei der Verwaltung von Datenmanagementaufgaben über den gesamten Datenlebenszyklus hinweg. Die Initiative "Forschungsdatenmanagement" erstellt gemeinsam mit allen Projekten und Vorhaben, die mit digitalen Forschungsdaten arbeiten, einen Datenmanagementplan. Die vorliegende Handreichung gibt einen kurzen Überblick über die Funktionen von RDMO und unterstützt die Nutzenden beim selbstständigen Einsatz des Online-Werkzeugs zur Verwaltung und Aktualisierung ihres Datenmanagementplans.
- Other research product . Other ORP type . 2021Open Access EnglishAuthors:Holloway-Attaway, Lissa;Holloway-Attaway, Lissa;Publisher: Universität BremenCountry: Germany
This interview with Stella Wisdom, Digital Curator at the British Library in the UK, focuses on illustrating the ways video game technologies have become inspirational for curatorial practice and public outreach activities that support new research on digital media. Wisdom discusses her role working with games and related games media and activities from the perspective of a cultural heritage organization working with the preservation and collection of complex digital artifacts. She identifies games as a significant kind of emerging format in which a traditional heritage organization, like the British Library, has become increasingly interested based on the complex cultures, stories and media that intersect with games and users. She shares her experience running games competitions and hosting activities for developers and players, including with children, demonstrating how games have become a key focal point for libraries, museums, and digital archiving practices helping to create new knowledge. Her close cooperation with video game developers (such as Inkle and Crytek) and with other creative industry partners illustrates the importance of understanding games as complex material and game social objects. The transhistorical connections among games and with other media forms, analog and digital, in the Library’s collections, provide inspiration for many interesting collaborative research projects. This work forms a foundation for others interested in researching, developing and preserving games as meaningful cultural artifacts for analysis. 230 256 14
- Other research product . Other ORP type . 2021Open Access EnglishAuthors:Astafeva, Tatiana;Astafeva, Tatiana;Publisher: Universität BremenCountry: Germany
Editorial introduction to the third issue of the journal Research in Film and History. 1 5 3
- Other research product . Other ORP type . 2020Open Access EnglishAuthors:Glauner, Leonie;Glauner, Leonie;Publisher: Universität BremenCountry: Germany
Review of the video game Assassin’s Creed Odyssey 169 177 12
- Other research product . Other ORP type . 2019Open Access EnglishAuthors:Greiner, Rasmus;Greiner, Rasmus;Publisher: Universität BremenCountry: Germany
An editorial of the second issue of the journal "Research in Film and History" that explores current research, debates, and projects at the intersection between the disciplines of film studies and history. Issue 2
- Other research product . Other ORP type . 2019Open Access GermanAuthors:Zaidan, Sarah;Zaidan, Sarah;Publisher: Universität BremenCountry: Germany
Directed by Hidetaka Miyazaki, From Software s multi-award winning 2015 action role-playing game Bloodborne was lauded for its game design and intriguing setting. Miyazaki as a creator frequently makes use of subversion of expectations established through narrative tropes to criticize and imbue the player s interaction with the game with more complex meaning than first appears. Although set in an entirely fictional world, Bloodborne draws explicitly on Catholicism, Gothic horror tropes and European architecture. However, these are then used to explore a specifically Japanese set of themes, with extensive use of Shinto and Buddhist ideas throughout. The use of Western symbols of cultural heritage also functions to interrogate these symbols for a Western audience, with the game explicitly invoking and then subverting recognizable iconography, destabilizing something initially presented as classic. By applying sociological literary criticism to the world and characters of Bloodborne, we are in the process of engaging with social and literary themes guided by a review of literature pertaining to both Japanese history and the roots of the Western iconography that the game draws upon to create its aesthetic. We are focusing on the various forms Japanese cultural heritage takes in Bloodborne, both as it is presented through game and visual design, and how those elements, in addition to its Western cultural elements are used to engage and interrogate Japanese cultural heritage. 103 116 Bremen 11
- Other research product . Other ORP type . 2018Open Access GermanAuthors:Grieve , Gregory P.;Grieve , Gregory P.;Publisher: Universität BremenCountry: Germany
Introduction to the gamevironments Special Issue Video Game Development in Asia: Voices from the Field . 1 9 Bremen 8
- Other research product . Other ORP type . 2017Open Access GermanAuthors:Grieve, Gregory P.;Grieve, Gregory P.;Publisher: Universität BremenCountry: Germany
A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity. 102 115 7
- Other research product . Other ORP type . 2016Open Access GermanAuthors:Mallindine, Jayme Dale;Mallindine, Jayme Dale;Publisher: Universität BremenCountry: Germany
This paper reveals an affective and nostalgic foundational component of the Japanese Role-Playing-Game (JRPG) video game genre through an investigation of its history and use as seen on gaming blogs, forums, and videos. As a result of new technology, like the Microsoft Xbox Console, hitting the market in the early 2000s, the term JRPG started becoming popular as consoles and computers gained the capacity to play games that were previously exclusive to either one or the other. Prior to that, the dominant producer of video game consoles was Japan. As Western-made RPGs, which were generally made for computers, became increasingly more available for console play as a result of console-computer convergence, the term JRPG became a way for gamers to distinguish games that felt similar to RPGs made for Japan-made consoles in the 80s and 90s. Now the Japan aspect of the genre s name is a way of negotiating identity and memory in a rapidly changing technological landscape, rather than being used specifically to identify a game s country of origin. This genre, which runs counter to typical genre organizational schemes based on either game-play mechanics or narrative themes, further illuminates how memory and nostalgia can affect how players categorize their gaming worlds. 80 103 Bremen 5
- Other research product . Other ORP type . 2016Open Access GermanAuthors:Carvalho, Vinicius Marino;Carvalho, Vinicius Marino;Publisher: Universität BremenCountry: Germany
This paper attempts to examine the way historicized videogames model human agency. It is argued that the perceived biases in historical representations attributed to an excess or lack of agency are not exclusively caused by limitations of the medium or pervading values in the game design, but also by the inherent complexity of the concept of human agency and its contended status in historical theory. The first part of the paper will offer an overview on the many ways agency has been discussed in both game scholarship and historical and political theory. The second part will mobilize this theoretical apparatus in a case study of history and human agency in The Witcher 3: The Wild Hunt (2015) I contend that the game s handling of the two topics supports an unconstrained vision of society focused on the micro-level of social interaction, setting it apart from most of the strategy and roleplaying games. I conclude by pointing to guidelines by means of which The Witcher 3 can serve as a counterpoint to the prevailing simulations of agency in games, and how its achievements can inspire future titles interested in modeling fundamentals of historical theory in novel ways. 104 131 Bremen 5
28 Research products, page 1 of 3
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- Other research product . Other ORP type . 2021Open Access GermanAuthors:Marciniak, Katja; Sutter, Paul;Marciniak, Katja; Sutter, Paul;Country: Germany
Die Anleitung richtet sich an alle Wissenschaftler und Wissenschaftlerinnen an der Berlin-Brandenburgischen Akademie der Wissenschaften (BBAW), welche die BBAW-Instanz der webbasierten Software "Research Data Management Organiser" (RDMO) nutzen. RDMO unterstützt Forschende durch einen vordefinierten und an die Besonderheiten der BBAW angepassten Fragenkatalog bei der Verwaltung von Datenmanagementaufgaben über den gesamten Datenlebenszyklus hinweg. Die Initiative "Forschungsdatenmanagement" erstellt gemeinsam mit allen Projekten und Vorhaben, die mit digitalen Forschungsdaten arbeiten, einen Datenmanagementplan. Die vorliegende Handreichung gibt einen kurzen Überblick über die Funktionen von RDMO und unterstützt die Nutzenden beim selbstständigen Einsatz des Online-Werkzeugs zur Verwaltung und Aktualisierung ihres Datenmanagementplans.
- Other research product . Other ORP type . 2021Open Access EnglishAuthors:Holloway-Attaway, Lissa;Holloway-Attaway, Lissa;Publisher: Universität BremenCountry: Germany
This interview with Stella Wisdom, Digital Curator at the British Library in the UK, focuses on illustrating the ways video game technologies have become inspirational for curatorial practice and public outreach activities that support new research on digital media. Wisdom discusses her role working with games and related games media and activities from the perspective of a cultural heritage organization working with the preservation and collection of complex digital artifacts. She identifies games as a significant kind of emerging format in which a traditional heritage organization, like the British Library, has become increasingly interested based on the complex cultures, stories and media that intersect with games and users. She shares her experience running games competitions and hosting activities for developers and players, including with children, demonstrating how games have become a key focal point for libraries, museums, and digital archiving practices helping to create new knowledge. Her close cooperation with video game developers (such as Inkle and Crytek) and with other creative industry partners illustrates the importance of understanding games as complex material and game social objects. The transhistorical connections among games and with other media forms, analog and digital, in the Library’s collections, provide inspiration for many interesting collaborative research projects. This work forms a foundation for others interested in researching, developing and preserving games as meaningful cultural artifacts for analysis. 230 256 14
- Other research product . Other ORP type . 2021Open Access EnglishAuthors:Astafeva, Tatiana;Astafeva, Tatiana;Publisher: Universität BremenCountry: Germany
Editorial introduction to the third issue of the journal Research in Film and History. 1 5 3
- Other research product . Other ORP type . 2020Open Access EnglishAuthors:Glauner, Leonie;Glauner, Leonie;Publisher: Universität BremenCountry: Germany
Review of the video game Assassin’s Creed Odyssey 169 177 12
- Other research product . Other ORP type . 2019Open Access EnglishAuthors:Greiner, Rasmus;Greiner, Rasmus;Publisher: Universität BremenCountry: Germany
An editorial of the second issue of the journal "Research in Film and History" that explores current research, debates, and projects at the intersection between the disciplines of film studies and history. Issue 2
- Other research product . Other ORP type . 2019Open Access GermanAuthors:Zaidan, Sarah;Zaidan, Sarah;Publisher: Universität BremenCountry: Germany
Directed by Hidetaka Miyazaki, From Software s multi-award winning 2015 action role-playing game Bloodborne was lauded for its game design and intriguing setting. Miyazaki as a creator frequently makes use of subversion of expectations established through narrative tropes to criticize and imbue the player s interaction with the game with more complex meaning than first appears. Although set in an entirely fictional world, Bloodborne draws explicitly on Catholicism, Gothic horror tropes and European architecture. However, these are then used to explore a specifically Japanese set of themes, with extensive use of Shinto and Buddhist ideas throughout. The use of Western symbols of cultural heritage also functions to interrogate these symbols for a Western audience, with the game explicitly invoking and then subverting recognizable iconography, destabilizing something initially presented as classic. By applying sociological literary criticism to the world and characters of Bloodborne, we are in the process of engaging with social and literary themes guided by a review of literature pertaining to both Japanese history and the roots of the Western iconography that the game draws upon to create its aesthetic. We are focusing on the various forms Japanese cultural heritage takes in Bloodborne, both as it is presented through game and visual design, and how those elements, in addition to its Western cultural elements are used to engage and interrogate Japanese cultural heritage. 103 116 Bremen 11
- Other research product . Other ORP type . 2018Open Access GermanAuthors:Grieve , Gregory P.;Grieve , Gregory P.;Publisher: Universität BremenCountry: Germany
Introduction to the gamevironments Special Issue Video Game Development in Asia: Voices from the Field . 1 9 Bremen 8
- Other research product . Other ORP type . 2017Open Access GermanAuthors:Grieve, Gregory P.;Grieve, Gregory P.;Publisher: Universität BremenCountry: Germany
A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity. 102 115 7
- Other research product . Other ORP type . 2016Open Access GermanAuthors:Mallindine, Jayme Dale;Mallindine, Jayme Dale;Publisher: Universität BremenCountry: Germany
This paper reveals an affective and nostalgic foundational component of the Japanese Role-Playing-Game (JRPG) video game genre through an investigation of its history and use as seen on gaming blogs, forums, and videos. As a result of new technology, like the Microsoft Xbox Console, hitting the market in the early 2000s, the term JRPG started becoming popular as consoles and computers gained the capacity to play games that were previously exclusive to either one or the other. Prior to that, the dominant producer of video game consoles was Japan. As Western-made RPGs, which were generally made for computers, became increasingly more available for console play as a result of console-computer convergence, the term JRPG became a way for gamers to distinguish games that felt similar to RPGs made for Japan-made consoles in the 80s and 90s. Now the Japan aspect of the genre s name is a way of negotiating identity and memory in a rapidly changing technological landscape, rather than being used specifically to identify a game s country of origin. This genre, which runs counter to typical genre organizational schemes based on either game-play mechanics or narrative themes, further illuminates how memory and nostalgia can affect how players categorize their gaming worlds. 80 103 Bremen 5
- Other research product . Other ORP type . 2016Open Access GermanAuthors:Carvalho, Vinicius Marino;Carvalho, Vinicius Marino;Publisher: Universität BremenCountry: Germany
This paper attempts to examine the way historicized videogames model human agency. It is argued that the perceived biases in historical representations attributed to an excess or lack of agency are not exclusively caused by limitations of the medium or pervading values in the game design, but also by the inherent complexity of the concept of human agency and its contended status in historical theory. The first part of the paper will offer an overview on the many ways agency has been discussed in both game scholarship and historical and political theory. The second part will mobilize this theoretical apparatus in a case study of history and human agency in The Witcher 3: The Wild Hunt (2015) I contend that the game s handling of the two topics supports an unconstrained vision of society focused on the micro-level of social interaction, setting it apart from most of the strategy and roleplaying games. I conclude by pointing to guidelines by means of which The Witcher 3 can serve as a counterpoint to the prevailing simulations of agency in games, and how its achievements can inspire future titles interested in modeling fundamentals of historical theory in novel ways. 104 131 Bremen 5