|Alma mater||University of Bochum|
Thorsten Quandt is the professor of online communication at the University of Münster, Germany.He has a particular interest in online communication, digital games and (online) journalism. He (co)authored more than 150 scientific articles and several books, including Participatory Journalism, which was influential in establishing the citizen journalism model. He has edited numerous books, primarily in the field of online media and digital games research, including the books Multiplayer and The Video Game Debate. His work was awarded with several scientific prizes, including international Top Paper Awards, the dissertation award of the German Communication Association, and an ERC grant (European Excellency Programme).
Quandt graduated with a master's degree in Communication Studies from the University of Bochum. He began teaching in 1998 at the Technical University of Ilmenau, where he received his doctoral degree in 2004.From 2003 to 2007, he worked as a senior researcher at the Ludwig-Maximilians University (LMU) in Munich. In 2007 and 2008, he was an assistant professor at the Free University Berlin, and he received his habilitation from the LMU in 2008. In 2009, he obtained the chair of Interactive Media and Online Communication from the University of Hohenheim, where he also served as the Director of the Institute of Communication Studies. Since 2012, he has been the chair for online communication at the University of Münster, Germany. Quandt has given lectures at various other universities, and was a visiting professor at Stanford University, the University of Oxford, the University of California, Santa Barbara and a visiting researcher at the Indiana University, Bloomington.
Quandt is the founding chair of the “Digital Games Research” section of the European Communication Research and Education Association (ECREA),and a member of the Executive Board of ECREA. He is currently an Associate Editor of the Journal of Communication, and a board member of the journals Communication Theory and Digital Journalism. He has been the secretary of the Journalism Studies Division in the International Communication Association (ICA), and the chairman of the Journalism Studies Division in the German Communication Association.
Quandt has been a member of various boards and committees, including committees of the Deutsche Forschungsgemeinschaft (DFG), the European Research Council,the Academy of Finland, the Helsingin Sanomat Foundation, ECREA, the German Communication Association DGPuK, and he worked as a reviewer for numerous scientific journals. He received several international and national research awards, as well as an ERC grant (European excellency programme). He was nominated twice on the top list of „40 most significant young scientists in Germany“ by the national trade journal Capital.
Quandt's work is focusing the impact and social aspects of digital games use,participatory journalism, and risk factors of online communication, like online and video game addiction, media induced aggression and cyberbullying. While Quandt's work is also focusing the problematic side of digital media use, he asks for a neutral and balanced perspective on media use, including positive aspects of use. Quandt argues that research on digital media has to ‘normalize’ and move beyond a state of repeating moral panics. He is one of the authors of an open debate paper to the WHO, criticizing the introduction of Gaming Disorder as a "disorder due to addictive behaviors" in the 11th edition of the International Classification of Diseases, which they see as a result of a "moral panic around the harm of video gaming". The authors mention several "fundamental issues" of Gaming Disorder in their paper, which triggered a public debate.
Quandt's large-scale, representative survey studies on online gamerswere widely cited, as they did not support the popular notion of notable differences between gamers and non-gamers. This is especially true for his analyses on digital games addiction that showed a relatively low level of stable problematic behavior. His team's work on sexism among gamers was picked up by the international press and gamers alike, as the measured differences between gamers and non-gamers in the study were marginal. The research was also discussed in relation to the gamergate controversy. However, Quandt and colleagues pointed out that their research does not necessarily prove the non-existence of sexism in specific gamer groups or the content itself, but that it rather supports the notion that gaming has become mainstream entertainment in modern societies thus approaching an average level of sexism.
In an interdisciplinary project on the analysis of social bots and their use in online propaganda, Quandt and colleagues develop computer-supported and automatic identification methods.During the project, they observed the German elections 2017. The team identified attempts at manipulating the public, including an unsuccessful Twitter attack on the electoral debate between chancellor Merkel and the social-democrat Schulz. The attackers were identified by journalists as a right-wing extremist group called Reconquista Germanica.
Selected journal publications
An internet relationship is a relationship between people who have met online, and in many cases know each other only via the Internet. Online relationships are similar in many ways to pen pal relationships. This relationship can be romantic, platonic, or even based on business affairs. An internet relationship is generally sustained for a certain amount of time before being titled a relationship, just as in-person relationships. The major difference here is that an internet relationship is sustained via computer or online service, and the individuals in the relationship may or may not ever meet each other in person. Otherwise, the term is quite broad and can include relationships based upon text, video, audio, or even virtual character. This relationship can be between people in different regions, different countries, different sides of the world, or even people who reside in the same area but do not communicate in person.
Computer addiction can be described as the excessive or compulsive use of the computer which persists despite serious negative consequences for personal, social, or occupational function. Another clear conceptualization is made by Block, who stated that "Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging". Computer addiction is not currently included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as an official disorder. The concept of computer addiction is broadly divided into two types, namely offline computer addiction and online computer addiction. Offline computer addiction is normally used when speaking about excessive gaming behavior, which can be practiced both offline and online. Online computer addiction, also known as Internet addiction, gets more attention in general from scientific research than offline computer addiction, mainly because most cases of computer addiction are related to the excessive use of the Internet.
New media are forms of media that are computational and rely on computers for redistribution. Some examples of new media are computer animations, computer games, human-computer interfaces, interactive computer installations, websites, and virtual worlds.
Game studies, or ludology, is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.
Citizen journalism is based upon public citizens "playing an active role in the process of collecting, reporting, analyzing, and disseminating news and information." Similarly, Courtney C. Radsch defines citizen journalism "as an alternative and activist form of news gathering and reporting that functions outside mainstream media institutions, often as a response to shortcomings in the professional journalistic field, that uses similar journalistic practices but is driven by different objectives and ideals and relies on alternative sources of legitimacy than traditional or mainstream journalism". Jay Rosen offers a simpler definition: "When the people formerly known as the audience employ the press tools they have in their possession to inform one another." The underlying principle of citizen journalism is that ordinary people, not professional journalists, can be the main creators and distributors or news. Citizen journalism should not be confused with: community journalism or civic journalism, both of which are practiced by professional journalists; collaborative journalism, which is the practice of professional and non-professional journalists working together; and social journalism, which denotes a digital publication with a hybrid of professional and non-professional journalism.
Alternative media are media that differ from established or dominant types of media in terms of their content, production, or distribution. Alternative media take many forms including print, audio, video, Internet and street art. Some examples include the counter-culture zines of the 1960s, ethnic and indigenous media such as the First People's television network in Canada, and more recently online open publishing journalism sites such as Indymedia.
OXO or Noughts and Crosses is a video game developed by A S Douglas in 1952 which simulates a game of noughts and crosses. It was one of the first games developed in the early history of video games. Douglas programmed the game as part of a thesis on human-computer interaction at the University of Cambridge.
Henry Jenkins III is an American media scholar and Provost Professor of Communication, Journalism, and Cinematic Arts, a joint professorship at the University of Southern California (USC) Annenberg School for Communication and Journalism and the USC School of Cinematic Arts. He also has a joint faculty appointment with the USC Rossier School of Education. Previously, Jenkins was the Peter de Florez Professor of Humanities as well as co-founder and co-director of the Comparative Media Studies program at the Massachusetts Institute of Technology (MIT). He has also served on the technical advisory board at ZeniMax Media, parent company of video game publisher Bethesda Softworks. In 2013, he was appointed to the board that selects the prestigious Peabody Award winners.
Mass communication is the process of imparting and exchanging information through mass media to large segments of the population. It is usually understood for relating to various forms of media, as these technologies are used for the dissemination of information, of which journalism and advertising are part. Mass communication differs from other forms of communication, such as interpersonal communication and organizational communication, because it focuses on particular resources transmitting information to numerous receivers. The study of mass communication is chiefly concerned with how the content of mass communication persuades or otherwise affects the behavior, the attitude, opinion, or emotion of the people receiving the information.
24sata is a daily newspaper published in Zagreb, Croatia. As of 2007, it is the highest-circulation daily newspaper in Croatia. It is also most visited news website in Croatia and leading news source on social media platforms.
Video game addiction, also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences.
Het Nieuwsblad is a Flemish newspaper that mainly focusses on "a broad view" regarding politics, culture, economics, lifestyle, society and sports.
Internet addiction disorder (IAD) also known as problematic internet use or pathological internet use is generally defined as problematic, compulsive use of the internet, that results in significant impairment in an individual's function in various life domains over a prolonged period of time. This and other relationships between digital media use and mental health have been under considerable research, debate and discussion amongst experts in several disciplines, and have generated controversy from the medical, scientific and technological communities. Such disorders can be diagnosed when an individual engages in online activities at the cost of fulfilling daily responsibilities or pursuing other interests, and without regard for the negative consequences.
The sociology of the Internet involves the application of sociological theory and method to the Internet as a source of information and communication. Sociologists are concerned with the social implications of the technology; new social networks, virtual communities and ways of interaction that have arisen, as well as issues related to cyber crime.
Terry Flew is an Australian media and communications scholar who currently works as Professor and Assistant Dean (Research) in the Creative Industries Faculty at the Queensland University of Technology. He has produced award-winning research in creative industries, media and communications, and online journalism. He is primarily known for his publication, New Media: An Introduction, which is currently in its fourth edition. His research interests includes digital media, global media, media policy, creative industries, media economics, and the future of journalism.
The cathode-ray tube amusement device is the earliest known interactive electronic game with an electronic display. The device simulates an artillery shell arcing towards targets on a cathode ray tube (CRT) screen, which is controlled by the player by adjusting knobs to change the trajectory of a CRT beam spot on the display in order to reach plastic targets overlaid on the screen. Thomas T. Goldsmith Jr. and Estle Ray Mann constructed the game from analog electronics and filed for a patent in 1947, which was issued the following year. The gaming device was never manufactured or marketed to the public, so it had no effect on the future video game industry. Under most definitions, the device is not considered a video game, as while it had an electronic display it did not run on a computing device. Therefore, despite its relevance to the early history of video games, it is not generally considered a candidate for the title of the first video game.
Problematic social media use, also known as social media addiction or social media overuse, is a proposed form of psychological or behavioral dependence on social media platforms, also known as Internet addiction disorder, and other forms of digital media overuse. It is generally defined as the compulsive use of social media platforms that results in significant impairment in an individual's function in various life domains over a prolonged period. This and other relationships between digital media use and mental health have been considerably researched, debated, and discussed among experts in several disciplines, and have generated controversy in medical, scientific, and technological communities. Research suggests that it affects women and girls more than boys and men and that it appears to affect individuals based on the social media platform used. Such disorders can be diagnosed when an individual engages in online activities at the cost of fulfilling daily responsibilities or pursuing other interests, and without regard for the negative consequences.
Sexism in video gaming is prejudiced behavior or discrimination based on sex or gender as experienced by people who play and create video games, primarily women. This may manifest as sexual harassment or in the way genders are represented in games, such as when characters are presented according to gender-related tropes and stereotypes.
Since their inception in the 1970s, video games have often been criticized for violent content. Politicians, parents, and other activists have claimed that violence in video games can be tied to violent behavior, particularly in children, and have sought ways to regulate the sale of video games. Numerous studies have shown no connection between video games and violent behavior, with the American Psychological Association stating there is little to no evidence connecting these.
The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies". These phenomena manifest differently in many societies and cultures. Some experts have investigated the benefits of moderate digital media use in various domains, including in mental health, and the treatment of mental health problems with novel technological solutions.