Can Gaming be a Sport? The Implications of Digital Competitiveness
Panel Discussion followed by a Question-and-Answer Session, 05. Juli 2018
The growing popularity of competitive gaming gives rise to pedagogical concerns and questions. Social Sciences professors and lecturers who are at the same time participants in English courses for the staff of TH Köln will discuss these questions in a panel organized by the Language Learning Center as a new contribution to the series International Talks.
Auf einen Blick
Can Gaming be a Sport? The Implications of Digital CompetitivenessPanel Discussion followed by a Question-and-Answer Session
- 05. Juli 2018
- 14.00 Uhr bis 16.00 Uhr
Campus Südstadt, Fakultät für Angewandte Sozialwissenschaften, Bildungswerkstatt
In the International Talks you meet personalities from science, academia, politics, business and society who work in international and intercultural contexts. The international talk given by one or more individuals on an issue of topical relevance is followed by a question-and-answer session which gives you the chance to exchange ideas with experts in the field.
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TH Köln Sprachlernzentrum
Panel discussion including a question-and-answer session followed by video and poster presentations. Refreshments and snacks will be served after the Q&A session.
This panel discussion and the following video and poster presentations are final projects for lecturers and professors at the Faculty of Social Sciences of TH Köln who have participated in the language courses English for Social Sciences Lecturers offered by the Language Learning Center in cooperation with the Team Staff Development and Recruitment (Team 9.3 Personalentwicklung und Personalgewinnung). Participants of the language course English for Social Workers and students at Cologne Game Lab have also been invited to make contributions to this event.
The format of this International Talk allows all participants to use their skills and share their knowledge; they can be experts and learners at the same time.
Studierende und Beschäftigte der TH Köln
More and more people are gaming. Within Germany over 80 % of boys between 12 and 18 years old play either daily or several times a week. While the numbers of female players in this age group have not yet reached these levels, they are also on the rise. And this new digital generation will continue to game as they get older.
One of the intriguing aspects of gaming is the fact that it is not necessarily a solitary experience: Many of the most popular games include social and competitive aspects. This raises several pedagogical concerns. When it comes to competitive behavior in sports, there are strong regulations for fair play. In online gaming, however, there is rarely a trainer present. Instead the rules of action are set by algorithms, and the code of conduct is developed by profit-driven companies. How can values like youth protection and child welfare be upheld in this environment, and what would be the possible consequences, should the Olympic Committee decide to accept competitive video gaming as a new discipline for the Olympic Games? The panel will openly debate these and many other questions, discussing not only the status quo in gaming, but also potential benefits and risks from an educational perspective.