1 Gedanke zu „Die digitale Gesellschaft von morgen: Was erwartet uns?“

  1. Hier die Bibliographie zu meinem Vortrag „Die digtale Welt von morgen…“ im Rahmen der Ringvorlesung an der Universität Hamburg im Januar 2015. In der Nachbereitung habe ich zu einingen Quellen eine aktualisierte und/oder inzwischen anders zugängliche Publikation ausgewiesen.

    Backlund, P. Engström, H., Johannesson, M. & Lebram, M. (2010). Games for traffic education: An experimental study of a game-based driving simulator. Simulation & Gaming 41, 145-169.

    Döbeli, B. (2007). Digital Naives. http://wiki.doebe.li/Beat/DigitalNaives [14.02.2015]

    Gay, V. & Leijdekkers, P. (2011). The Good, The Bad and the Ugly about Social Networks for Health Apps. EUC, 2011, Embedded and Ubiquitous Computing, IEEE/IFIP International Conference on, Embedded and Ubiquitous Computing, IEEE/IFIP International Conference on 2011, pp. 463-468.

    Hebbel-Seeger, A. (2008). Videospiel und Sportpraxis – (k)ein Widerspruch. Zeitschrift für e-learning 3, 4, 9-20.

    Hebbel-Seeger, A. (2015). Physical Skills and Digital Gaming. The Relationship between Basketball and an Augmented Reality Adaption. In T. Reiners & L.C. Wood (Ed.), Gamification in Education and Business (pp. 291-313). New York: Springer.

    Henkel, L.A. (2014). Point-and-Shoot Memories. The Influence of Taking Photos on Memory for a Museum Tour. Psychological Science 25, 2, pp. 396-402.

    IBM (Pub.) ( 2007). Virtual Worlds, Real Leaders. http://www.seriosity.com/downloads/GIO_PDF_web.pdf [15.02.2015]

    Jin, X., Gallangher, A., Cao, L., Luo, J. & Han, J. (2010). The Wisdom of Social Multimedia: Using Flickr For Prediction and Forecast. http://www.ifp.illinois.edu/~cao4/papers/mm10_xjin.pdf [14.02.2015]

    Mohr, D.C., Burns, M.N., Schueller, S.M., Clarke, G. & Klinkmann, M. (2013). Behavioral Intervention Technologies: Evidence review and recommendations for future research in mental health. General Hospital Psychiatry 35, 4, 332–338.

    Prensky, M. (2001). Digital Natives, Digital Immigrants. (On the Horizon 9, 5) http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf [14.02.2014]

    Rosser, J. C., Lynch, P. J., Cuddihy, L, Gentile, D. A., Klonsky, J &. Merrell, R. (2007). The Impact of Videogames on training surgeons in the 21th Century. Archives of Surgery 142, 2, 181-186.

    Schollas, S. (2014). „Make it count“: Selbstoptimierte Körper zwischen Gamification und Marketing. Kultur & Geschlecht 12. http://www.ruhr-uni-bochum.de/genderstudies/kulturundgeschlecht/pdf/schollas_make.pdf

    Schulmeister, R. (2008). Gibt es eine „Net-Generation“? http://www.zhw.uni-hamburg.de/pdfs/Schulmeister_Netzgeneration.pdf [14.02.2015]

    Sohnsmeyer, J. (2011). Virtuelles Spiel und realer Sport. Über Transferpotenziale digitaler Sportspiele am Beispiel von Tischtennis. Hamburg: Czwalina.

    Sparrow, B., Liu, J. & Wegner, D.M. (2011). Google Effects on Memory: Cognitive Consequences of Having Information at Our Fingertips. Science 333, 6043, pp. 776-778. http://www.sciencemag.org/content/333/6043/776.full [14.02.2015]

    Spitzer, M. (2012). Digitale Demenz. Wie wir uns und unsere Kinder um den Verstand bringen. München: Droemer.

    Storm, B.C. & Stone, S.M. (2014). Saving-Enhanced Memory. The Benefits of Saving on the Learning and Remembering of New Information. Psychological Science. Online Pre-Published Dec. 9th. http://pss.sagepub.com/content/26/2/182.full.pdf+html [14.02.2015]
    Surowiecki, J. (2004). The Wisdom of Crowds. New York (US): Anchor.

    Todorov, E., Shadmehr, R. & Bizzi, E. (1997). Augmented feedback presented in a virtual environment accelerates learning of a difficult motor task. Journal of Motor Behavior 29, 2, 147-158.

    Turner, B. & Steyvers, M. (2011). A wisdom of the crowd approach to forecasting. Proceedings of the 2nd NIPS workshop on Computational Social Science and the Wisdom of Crowds. http://people.cs.umass.edu/~wallach/workshops/nips2011css/slides/turner.pdf [14.02.2015]


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