Prof. Dr. Thorsten Quandt
Beiträge in merz
Ruth Festl, Emese Domahidi und Thorsten Quandt: Freunde fürs Leben?
Am Beispiel von digitalen Spielen wird untersucht, welchen Stellenwert Medien im Alltag von Jugendlichen einnehmen und welche Rolle sie für ihr Sozialleben spielen. Dazu wurde in Deutschland eine repräsentative Stichprobe Jugendlicher im Alter von 14 bis 19 Jahren befragt. Die Ergebnisse zeigen, dass jugendliche Spielerinnen und Spieler nicht über eine geringere Zahl guter Freundinnen und Freunde verfügen als die Kontrollgruppe der Nicht-Spielerinnen und Nicht-Spieler. Zudem konnten Transformationsprozesse dieser Freundschaften sowohl von der Online- in die nicht-mediale Welt, als auch umgekehrt festgestellt werden.
In this paper, we examined the role of media in adolescents‘ everyday life taking digital games as an example. Our main focus was on effects of gaming on the social life of our respondents. For this purpose, we conducted a representative study among German adolescents aged 14 to 19 years. Our results show that young gamers do not have less good friends than the control group of non-gamers. Additionally, we found that there are transformation processes of friendships between virtual and real life and vice versa.
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Quandt, Thorsten/Wimmer, Jeffrey/Wolling, Jens: Die Computerspieler. Studien zur Nutzung von Computergames
Computerspiele faszinieren jung und alt, und die Zeiten in denen sie nur das männliche Publikum für sich gewinnen konnten, sind längst vorbei. Computerspiele gehören genau wie das Fernsehen und das Internet zum Medienalltag vieler Menschen. Doch worin liegt die Faszination, die sie auf so viele verschiedene Individuen ausüben? Dieser Frage geht die Publikation von Thorsten Quandt, Jeffrey Wimmer und Jens Wolling nach. Dabei wird sich im ersten Abschnitt des Sammelbandes zunächst theoretisch dem Thema Computerspiele genähert und es werden zum Beispiel die Forschungsanstrengungen bezüglich der Nutzung von Computerspielen aus verschiedenen Wissenschaftsdisziplinen vorgestellt.
Im zweiten Abschnitt werden Spielergruppen, angefangen von den sogenannten LAN- über die Clan-Spieler bis hin zu den Computerspielerinnen und -spielern der Generation 35 Plus, identifiziert und anhand explorativer Forschungsdesigns analysiert. Außerdem wird an dieser Stelle die repräsentative Befragungsstudie Online-Spieler in Deutschland 2007 von Thorsten Quandt und Jeffrey Wimmer vorgestellt, deren Befunde zeigen, dass Online-Spieler im Durchschnitt 20 Stunden pro Woche in virtuellen Spielwelten verbringen und das Online-Gaming demzufolge bereits viele andere Formen der Mediennutzung übertroffen hat. Im dritten Teil des Sammelbandes werden unter der Fragestellung Andere Spiele, andere Spieler?
Studien zu den Präferenzen für bestimmte Computerspielgenres und zu spezifischen Spielweisen vorgestellt, darunter eine Untersuchung zu den stark umstrittenen Computerspielgenre der First-Person-Shooter, die sich mit der Frage auseinandersetzt, wie und aus welchen Gründen diese sogenannten ‚Killerspiele’ genutzt werden.Felix Reer/Thorsten Quandt: Verstärkte Mediennutzung: Zunahme der Suchtgefahr?
Zuletzt hat es verstärkt Diskussionen darüber gegeben, ob eine gesteigerte Mediennutzung auch mit einer höheren Gefahr für das Entwickeln einer Mediensucht einhergeht. Der Beitrag erklärt, wie Mediensüchte wissenschaftlich definiert werden und welche Risikofaktoren für das Zustandekommen einer suchtartigen Mediennutzung eine Rolle spielen. Außerdem wird ein kurzer Einblick gegeben, welche empirischen Erkenntnisse zum Einfluss der Corona-Pandemie auf das Mediennutzungsverhalten vorliegen.
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