Cover. Genre und Gender -- Inhalt -- Einleitung. Intersektionalität, Interdependenz und interkategoriale Verknüpfungen -- 1. Die Diskursivierung von Genre und Gender. Anstöße in ihrer gemeinsamen Beobachtung -- 1.1 Genresynkretismus: Die Relevanz kontextueller Einbettungen -- 1.2 Genderdichotomie: Das Potenzial interkategorialer Beobachtungen -- 1.3 Gender in Genre(s) und die Tendenz wechselseitiger Essentialisierungen
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Die Beziehung von Genre und Gender ist Kristallisationspunkt verschiedenster Einschätzungen und Effekte. Doch wie gestaltet sich das Wissen um beide Kategorien in ihrer Kopplung? Und wie ist es in seiner konstitutiven Wechselseitigkeit zu erfassen? Ausgehend von dieser Fragestellung entwirft Johannes Breuer eine methodisch präzise Diskursivierung, die am Beispiel des Musicals zeigt, wie Genre und Gender einander bedingen und darin zugleich Spannungsmomente evozieren. In seiner detailreichen Aufarbeitung tritt die Komplexität beider Kategorien hervor, indem über disziplinäre Grenzen hinweg verschiedene Entwürfe der Gender Studies und der Medienwissenschaft zusammengebracht werden.
Zugriffsoptionen:
Die folgenden Links führen aus den jeweiligen lokalen Bibliotheken zum Volltext:
Die Beziehung von Genre und Gender ist Kristallisationspunkt verschiedenster Einschätzungen und Effekte. Doch wie gestaltet sich das Wissen um beide Kategorien in ihrer Verknüpfung? Und wie ist es in seiner konstitutiven Wechselseitigkeit zu erfassen?Ausgehend von dieser Fragestellung entwirft Johannes Breuer eine methodisch präzise Diskursivierung, die am Beispiel des Musicals zeigt, wie Genre und Gender einander bedingen und darin zugleich Spannungsmomente evozieren. In seiner detailreichen Aufarbeitung tritt die Komplexität beider Kategorien hervor, indem über disziplinäre Grenzen hinweg verschiedene Entwürfe der Gender Studies und der Medienwissenschaft zusammengebracht werden.
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 14, Heft 3, S. 541-543
Hintergrund: Der Bereich Gesundheit ist eines der wichtigsten Anwendungsfelder für "Serious Games" (digitale Spiele, deren Zweck über die reine Unterhaltung hinausgeht) und umgekehrt sind "Serious Games" auch einer der zentralen aktuellen Ansätze in der digitalen Gesundheitskommunikation. Dies spiegelt sich u.a. in der großen und stetig wachsenden Anzahl an entsprechenden Spielen sowie Publikationen zu diesem Thema wieder. Fragestellung: Wie ist die aktuelle Befundlage zur Nutzung und Wirkung von "Serious Games for Health"? Wofür sind "Serious Games for Health" besonders gut geeignet? Wofür sind sie weniger gut geeignet oder evtl. sogar ungeeignet? Was bedeutet dies für die Entwicklung und den Einsatz dieser Spiele? Ergebnisse: Insgesamt deuten die bisherigen Befunde darauf hin, dass der Einsatz von "Serious Games for Health" in vielen Fällen gewinnbringend sein kann. Allerdings ist die methodische Qualität vieler Studien nicht optimal ist. Zudem sind "Serious Games for Health" nicht für alle Anwendungsbereiche und Ziele gleich gut geeignet. Schlussfolgerungen: Um eine informierte Entscheidung darüber zu treffen, ob sich die Entwicklung oder der Einsatz von "Serious Games for Health" für einen bestimmten Bereich bzw. ein bestimmtes Ziel lohnen, sollten neben den Vorteilen und Möglichkeiten stets auch die (möglichen) Nachteile und Limitationen bedacht werden.
In Computational Communication Science (CCS) researchers grapple with intricate ethical challenges arising from the collection and analysis of complex data sets often including sensitive or copyrighted data. Rooted in two opposing lines of philosophical arguments - deontology and consequentialism - we argue that CCS research is particularly difficult to be projected onto this ethical spectrum. Our study aims to empirically assess the nature and prevalence of provided arguments and influencing factors for ethical decision-making in CCS research. Through a manual content analysis of 476 CCS studies, sampled from a corpus of 22,375 collected communication science articles, we shed light on data sharing practices and ethical reflections of CCS researchers. Findings indicate large room for maneuver. The majority of studies (89.50%) chose not to share their data, while 6.93% chose to share their data either full or partially. Only 5.88% of studies explicitly addressed general ethical considerations. Ethical review processes were mentioned by 6.51% of studies, with the majority pointing at ethical procedures such as obtaining informed consent, data anonymization measures, or debriefing. This suggests that researchers in CCS prioritize context-specific ethical procedures in the absence of field-specific standards, emphasizing the importance of flexibility in addressing ethical considerations.
Frustration-aggression theory, also known as the frustration-aggression hypothesis, is one of the most seminal theories in aggression research. Since it was first formulated in the late 1930s, it has been applied and studied in many fields, including psychology, ethnology, sociology, and criminology. While there have been several reformulations, additions, and changes, the basic assumption of the frustration-aggression hypothesis is still that frustration, typically understood as an event instead of an emotion, increases the tendency to act or react aggressively. A substantial proportion of the research has dealt with the identification of boundary conditions or moderators and mediators of the causal path from frustration to aggression. Irrespective of these refinements and modifications, there is ample empirical evidence for the existence of this effect and, despite a decline in the overall number of publications that refer to it, frustration-aggression theory has recently found novel applications in particular areas, such as media psychology.
The impact of video game play on player aggression continues to be debated within the academic literature. Most of the studies in this area have focused on game content as the independent variable, whereas the social context of gaming is largely neglected. This article presents an experimental study (N 76) on the effects of game outcome and trash-talking in a competitive colocated multiplayer sports video game on aggressive behavior. The results indicate that an unfavorable outcome (i.e., losing) can increase postgame aggression, whereas trash-talking by the opponent had no such effect. We also tested the frustration– aggression hypothesis for video games and found that the effect of losing on aggressive behavior is mediated by negative affect. The results suggest that the frustration–aggression hypothesis can be applied to the use of digital games and that game characteristics alone are not sufficient to explain effects on aggression.
Cross-sectional studies on video game violence and aggression have yielded contradictory results. Parts of this inconclusiveness can be attributed to the limitation to particular age groups. The present study investigated the relationship between preference for action and first-person shooter (FPS) games and aggression for the groups of adolescents (14-18), younger (19-39), and older adults (40+) in a sample of German gamers (N = 4,500). The strength of the association differed between age groups. Even after controlling for gender, education, social support, self-efficacy, and overall video game use, we found a significant relationship between preference for action and FPS games and physical aggression that was strongest for the adolescents. We found no such association for anger and verbal aggression. The results indicate that potential selection or socialization effects are likely to differ with age and that research on video games and aggression can benefit from the inclusion of more heterogeneous samples.
Most of the studies on violence in digital games have investigated its effects on arousal or aggression. Little attention has been paid to how in-game violence is actually perceived and evaluated. To investigate this issue we conducted two experimental studies (N = 30 and N = 74) in which participants either played or watched a violent shooter game and reported how they perceived and evaluated the violent content. Results showed that playing the games led to an increased awareness for in-game violence, but also to less-negative subjective evaluations of the violent content. Gaming frequency had a negative effect on both the perception and evaluation of in-game violence, suggesting a desensitization effect. The results of our studies illustrate that individual perceptions and evaluations of violence in digital games have to be taken into account when studying their effects. Implications for further research and the system of age ratings are discussed based on our findings.
Online privacy research considers the determinants, dimensions, and consequences of information disclosure on the internet. In this endeavor, researchers often are interested in uncovering personal and potentially sensitive details about media use and (privacy-related) attitudes and behavior. This focus raises a number of ethical questions that researchers need to address. Ethical questions relate to issues of data protection, but also to other topics, such as the role of study participants. Digital trace data have become increasingly popular in the social and behavioral sciences in recent years and constitute a promising resource for online privacy research. While digital trace data come with their own set of challenges that may increase specific ethical concerns, they also hold the potential for innovation in research design, for the involvement of study participants, and for more research transparency. In this chapter, we discuss ethical challenges in online privacy research, with a particular focus on the role of participants, and illustrate how digital trace data – and their combination with other types of data – can be used to find and develop novel approaches for online privacy research that also consider key ethical questions.
What is the role of religious aspects in legitimizing or delegitimizing violence? The articles of this volume provide an important contribution to this crucial social and scholarly debate. Analysing a broad spectrum of case studies from antiquity, they focus on religious justifications or evaluations of recommended, performed, or forbidden acts of violence - regardless of the question of their historicity. Not only late antiquity and Christianity are considered, but also pre-Christian Greek and Roman civilizations, Judaism, literary myth, and atheism. The case studies cover the period from the fifth century BCE to the fifth century CE and a broad geographical scope extending from Gaul to Israel and Egypt. This volume offers new insights into a highly topical issue