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Gamingkultur in Asien - Lernkultur in Deutschland - v2

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Mein Vortrag zur Gaming-Kultur in Asien auf der Re:Publica 2013

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Gamingkultur in Asien - Lernkultur in Deutschland - v2

  1. 1. Gaming-Kultur in Asien - Lernkulturin Deutschland?#rp13
  2. 2. Game-Facts:
  3. 3. Es gibt mehr weibliche Gamer über 55 Jahre alsmännliche Gamer im Teenager-Alter
  4. 4. Alle gespielten Stunden von World of Warcraft inJahren ausgedrückt:
  5. 5. 5.930.000 Jahre
  6. 6. Ein Kind, welches Pokemon spielt, lernt in einemSpiel mehr neue Worte lesen und schreiben als inden ersten beiden Schuljahren
  7. 7. Gamer...
  8. 8. GamerEiner der größten Wikis der Welt ist der von World of WarcraftGamer haben Erfahrung in Wissensmanagement undRechercheKooperation, Interaktion, Teilen etc. sind elementareBestandteile der Gaming-KulturDie besten Community-Manager kommen aus der Gaming-BrancheUnternehmen suchen für bestimmte Management-Funktionenexplizit nach GamernGaming ist Lernen!!!
  9. 9. 15%
  10. 10. Die Hoffnung:-)
  11. 11. Die Fragestellung:Welchen Einfluss hat Gaming auf dieGesellschaft, die Kultur, die Arbeit und dieBildung in China, Japan und Süd-Korea?Was können wir vom Umgang mit Gaming inAsien lernen?Welche Möglichkeiten haben wir inDeutschland/Europa bzw. wie müssten dienächsten Schritte aussehen?
  12. 12. Warum Gaming?Gaming als Inhalt und Methode imLernprozessGaming als Indikator der Digitalisierungsstufeeiner GesellschaftGaming als soziale FunktionGaming als kultureller Inhalt bzw. Alltagskultur
  13. 13. Hongkong...
  14. 14. Shanghai...
  15. 15. Tokio...
  16. 16. Osaka...
  17. 17. Seoul...
  18. 18. Die zwei Ebenen des Gamings1. Gaming als Teil des Bildungsprozesses2. Gaming als Teil des Lernumfeldes
  19. 19. Gaming als Teil der Alltagskulturin AsienGaming als normale AktivitätGaming als kultureller InhaltGaming als MassenphänomenGaming als soziale Aktivität
  20. 20. Akihabara in Tokio – Gaming als Kulturphänomen
  21. 21. Zugang und mobileInternet...
  22. 22. „Arcade“ in Tokio – Spielen für alle
  23. 23. GSL-Pro-Games in Seoul - „Starcraft“
  24. 24. Süd-Korea
  25. 25. Ausgangssituationca. 50.000.000 EinwohnerDurchschnittsalter ca. 37Bis 1995 primär Schwerindustrie undchemische IndustrieEnde der 90er Jahre: Asienkrise
  26. 26. Korea - GesellschaftStreng hierarchischBis heute konservatives BildungssystemWenig öffentliche OrteStarkes KonkurrenzdenkenWenig FreiräumeHobby = KonkurrenzHeterogene Sichtweise gegenüber Gaming da es z.B.Karriere verhindern kann
  27. 27. Digitaler Masterplan1995: „Framework Act on Information“ Entscheidung dasLand zu digitalisierenAusbau des Internets – Hochgeschwindigkeitszugang fürjeden MitbürgerEntwicklung neuer SoftwareEntwicklung neuer HardwareUmbau der KlassenräumeInvestitionen des Staates höher als in den USA undDeutschland zusammen
  28. 28. Digitaler MasterplanInternetschulungen für 10.000.000 KoreanerMarkt mit starker Konkurrenz – stetig sinkendePreise2008: mehr 95% der Haushalte verfügen übereinen Internetzugang mit 20MbpsSeit 2008 Ausbau der digitalen Infrastruktur auf100Mbps für alle HaushalteParallel Aufbau von mehr als 20.000Internecafes „PC-Bangs“
  29. 29. PC-BangsInternetcafesHauptaktivitäten: Surfen im Internet, Tradingund Online-GamingSoziale Treffpunkte vgl. BRD24 Stunden geöffnetMehr als 20.000 PC-BangsPreis je Stunde: ca. 0,50 €
  30. 30. Starcraft:Erschienen: 1998StrategiespielSingle-Player & Multi-PlayerWettbewerbPasst ideal in die koreanische Kultur
  31. 31. Starcraft – Gamingkultur in KoreaeSportsGlobale LigenPro-Gamer sind SuperstarsKoreanische Konzerne haben eigene TeamsAlltagskulturWeitere Spiele: z.B. „League of Legends“Einkommen von Pro-Gamern bis zu 150.000 €jährlich
  32. 32. Gamingkultur in Korea 2.0Förderung durch die Regierung• Ziel: Gaming als Schlüssel zur Digitalisierung derGesellschaftZiel: Gaming als neuer WirtschaftszweigZiel: Gaming als sozialer FaktorZiel: Gaming als Lehrmittel für die Informations- undMedienkompetenzFörderung durch Eltern bei SchulkindernIn der Regel ist Gaming bei Eltern umstrittenGaming als sozialer Lernfaktor – z.B. Maple Story
  33. 33. Gaming als Teil bzw. Schlüssel eines nationalenMasterplans für die Digitalisierung einerGesellschaft
  34. 34. Was können wir im deutschenBildungssystem davon lernen?Gaming tut nicht wehGaming ist mehr als ein Tool für hippe PädagogenGaming ist der Schlüssel zu einer digitalen GesellschaftGaming ist mehr als nur spielenGaming sollte als elementarer Bestandteil unserer Kultur verstandenwerdenGaming ist ein elementarer Bestandteil der digitalen WeltGaming gehört in jede Schule und in jedes Lehrkonzept
  35. 35. Vielen Dank...www.christoph-deeg.de

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