Colloquium: New Philologies (E-Journal)
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167 research outputs found
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Virtuelle Räume als Ort des Lernens oder als Zufluchtsort vor der Realität? (Medien-)Pädagogische Implikationen von Online-Spielen
The last years have shown an increase in (online) gaming. Especially during Covid-19 restrictions many players made use of games to stay in contact with others and to socialize. Although the concept of the third place was originally meant to address only real-life spaces, there are some characteristics of third places that can be projected onto virtual spaces and especially onto Massively Multiplayer Online Games as well. Another term being related to online games are affinity spaces – defined as online spaces where socializing as well as learning and exchanging knowledge take place. These affinity spaces are often found close to popular media – and also as communities around games. Although research has linked spending time in online games with negative psychological consequences for the players for some time, newer research shows also the positive outcomes on wellbeing when spending time in virtual worlds. As far as teaching and media literacy are involved, online games and virtual worlds should be regarded as places in which learning can take place
Competenze plurilingui nella Provincia di Belluno: un patrimonio da valorizzare
This contribution analyses the presence of multilingual skills in the mountains of the Belluno Province, in particular in the area of Cadore and “Val di Zoldo”, which for centuries, have been affected by the seasonal emigration of ice-cream makers to the German-speaking territories. The sociolinguistic reference data were extracted from my doctoral thesis (Campanale 2006a) and are based on quantitative analysis (196 completed questionnaires) and a qualitative one with two types of interviews “structured with a fixed response” and “structured with a free response”. Despite the 1999 Law on the Protection of Minorities, very few measures have so far been put in place to improve the local linguistic heritage. However, there has been a renewed interest in the linguistic policies of these territories following the passing of the new Statute of Veneto in 2012, as well as the regional Laws in 2007, 2014, 2019 and 2021. This is above all reflected in schools with some innovative experiments of Ladin using the CLIL method
Plurilinguismo urbano in Istria: Qualche nota sul paesaggio linguistico di Pula/Pola
The part of the Istrian peninsula belonging to the Republic of Croatia is an officially Croatian-Italian bilingual county, where bilingualism is realized both de jure and de facto. Apart from Croatian and Italian, other Romance and Slavic varieties are spoken and the linguistic situation has therefore been described as that of a double diglossia or imperfect polyglossia (Milani Kruljac 1990). Research on the linguistic landscape in officially bilingual territories, such as the Istrian Region, can be particularly useful to study the relationship of language power and prestige, the implementation of language policies and the degree of openness of different languages and cultures (see Backhaus, 2007). In this paper, we will give a brief state of the art on the study of the linguistic landscape (LL) in Croatia, especially in the officially bilingual city of Pula/Pola and give some new data on the LL of the city. Following Ben-Rafael et al. (2006)’s definition both top-down and bottom-up signs were considered in order to document the variety of the linguistic repertoire. All the signs were coded by adopting the analytical coding categories suggested by Backhaus (2007). The results shed light both on the implementation of language policies and on the degree of multilingualism in the city
Das Schöne, Gute, Wahre oder Urlaub in Hyrule
Starting from the well-known video game series “The Legend of Zelda,” the present essay explores the connection between Beauty, Goodness, and Truth in the Western philosophical tradition from Plato to Thomas Aquinas to Hans-Georg Gadamer. It becomes evident that “The Legend of Zelda” can also unveil existential truths
Hoffen und Bangen: Zur Mediengeschichte der Zukunft
The paper explores the history of the future in Western society, from the Renaissance to the post-pandemic present, and the media through which the shifting visions of the future are expressed. Four distinct phases are identified: the pre-modern era and its quest for a secular future focusing on the organizational improvement of worldly conditions; the modern era, which emphasized progress and the promise of better times ahead; the post-modern era, marked by dystopian scenarios of humanity’s destruction of the planet; the current period and its aspirations for humanity’s evolution through digital technology. – An accumulating number of ‘new’ media have shaped these designs of the future: First, the printed book allowed for the literary evocation of utopian and early science fiction visions. Later, the industrial media of film and television represented imagined futures audiovisually. Currently, digital games provide interactive simulations of dystopian and utopian futures, enabling immersive experiences and cyborg-like engagement. The further evolution of media may hybridize material reality and different software virtualities, thus facilitating extended experiences of potential futures. – The paper demonstrates that – as a consequence of changing cultural values and technological advances – four overarching “grand narratives” have structured the modern media history of the future: the humanistic metanarrative of secularization in pre-industrial modernity; the mass humanistic metanarrative of welfare through progress in the industrial age; the post-humanistic metanarrative of the climate catastrophe during the de-industrialization and early digitalization period; and finally, the emerging transhumanistic metanarrative of an impending digital singularity entailing a technological augmentation of the human species
Tracing the Lost Bodies: Testimony, Witnessing, and Trauma in Billydéki
The last residential school in Canada, for Aboriginal students, was shut down in 1996; however, its percussions has affected not only the survivors but their next generations. By reading literary works, the audience can be informed of what happened in the past. The literary work merges narrativization and history to the extent that literature is involved in the action of creating a new form of narrative testimony to rethink historical incidents. History is transformed by bearing literary witness to residential schools in Canada. Sonia Perron\u27s Billydéki (2019), not only bears literary witness to residential schools in Canada but also indicates the transformational relationship between narrative and history. In reading Billydéki, there is the possibility of finding out what residential schools have done to Aboriginal communities. Its language transmits eye witness\u27s direct experience through the various characters at the moment of abuse and, therefore, historicize these incidents. The narrative does not tell, this is what happened, but it shows us through the eyes of various characters who were present at the moment of trauma; either being engaged in it or having onlooker stand. The aim of this paper is applying Judith Herman’s concept of trauma and Shoshana Felman and Dori Laub’s concept of testimony and witnessing to Sonia Perron\u27s Billydéki, in order to shed light on the historical incidents that happened at residential schools and left unspoken for some time
Sprachen in Bewegung: Entwicklungen im Alpen-Adria-Raum zwischen gesetzlicher Rahmung, politischer Debatte und wissenschaftlichem Diskurs – eine Einführung
Am 25. und 26. März 2021 fand an der AAU Klagenfurt – coronabedingt in digitaler Form – die internationale Tagung Alte und neue Formen der Mehrsprachigkeit in der Alpen-Adria-Region – Beschreibungsmodelle, Herausforderungen und Lösungsansätze statt, zu der zahlreiche Expert*innen aus dem Bereich Sprachwissenschaft, Erziehungswissenschaft und Mehrsprachigkeitsforschung aus Deutschland, Italien, Kroatien, Österreich und Slowenien teilnahmen, um Erfahrungen auszutauschen, theoretische Ansätze und empirische Ergebnisse zu präsentieren und zu diskutieren, die mit den oben skizzierten Entwicklungen in Verbindung stehen. Aus diesen intensiven und fruchtbaren zwei Tagen geht diese Publikation hervor, in der ausgewählte Papers veröffentlicht werden. In diesen werden unterschiedliche Perspektiven und Positionen sichtbar, welche von der Breite der Mehrsprachigkeitsforschung zeugen
Die Spielwelt muss romantisiert werden! – Zur Rezeption europäischer Romantik in Walking Simulator-Games
This essay specifies how a sub-genre of the digital adventure game – the so-called walking simulator – reproduces and reflects ideas, motifs, and (narrative) structures of European Romanticism. The goal here is to draw attention to the genre’s potential for the academic discussion, analysis, and teaching of Romantic theories and patterns. To achieve this, I provide an introductory overview on the history of the walking simulator with emphasis on the early experimental games Explorer, The Forest, and LSD: Dream Emulator. An analysis of Dear Ether’s landscape design and narrative structure serves as access point into the discussion of how the Romantic ideas of 1. the sublime, 2. the silent poetry of nature, and 3. The Freudian Uncanny as well as the storytelling techniques of 1. synesthesia, 2. (reflective and meditative) walking, 3. fragmented narratives, and 4. (romantic) self-referentiality have been used in different walking simulators (such as Proteus, What Remains of Edith Finch, Gone Home, and The Beginners Guide) to tell (spatial) stories about emotions, identity, individuality. Walking simulators subvert traditional expectations towards digital games and, through their use of Romantic storytelling techniques, have changed the discourse about digital games as not only entertainment but a form of art