Filter
12
Topics
Gaming: Uses & Effects
5
Gaming, Video Games
5
Child Protection, Protection of Minors
3
Violence in the Media: Reception & Effects
3
Violence in the Media: Effects on Youth
3
Gaming: Children
2
Violence in the Media: Effects on Children
2
Gaming: Youth
2
Virtual Reality
2
Media Literacy: Gaming
2
Sexuality: Media Representation, Sexually Explicit Media Content, Pornography
2
Radicalisation: Influence of Media
2
Media Use: Youth
1
War & Political Violence in Cinema
1
Military: Communication Strategies & Practices
1
Conflicts and Media
1
Crime & Violence Reporting
1
Extremist & Terrorist Digital / Social Media Presence
1
Extremist Recruitment through Media
1
Hate Speech, Hate Speech in Social Media
1
War Reporting
1
Content Analysis (Research Method)
1
Collective Memory & Media, Media Representation of History
1
Popular Cultures
1
Internet
1
Countering Hate Speech, Disinformation & Propaganda
1
Economics of Media
1
Entertainment Media Industries & Markets
1
Education and Communication / Media
1
Audiobooks & Audio Cassettes
1
Civic Education: Use & Role of Media
1
Education (General)
1
Educational Games, Serious Games
1
Gender-Based Harassment, Intimidation & Violence
1
Gender Relations
1
Alcohol Abuse: Prevention & Media Representation
1
Health: Media Representation (Factual & Fictional)
1
Nazism
1
Foreign Countries: Reporting & Media Representation
1
Media & Information Literacy
1
Peace, Peacekeeping, Peace Building, Peace Movements
1
Right-Wing Extremism
1
Democracy / Democratization and Media
1
Media Psychology, Communication Psychology
1
Assassination
1
Theories of Communication & Media
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Journals
Output Type
Counter Recruiting in the Online Gaming Community
Tokyo: Toda Peace Institute (2023), 9 pp.
"Organisations ranging from violent extremist groups to the US Army have used online gaming, a popular form of entertainment among the world’s youth, for recruiting purposes. To date, efforts to curtail online recruiting have been siloed to reduce recruitment of certain groups, such as violent ext
...
Politiken des (digitalen) Spiels: Transdisziplinäre Perspektiven
Bielefeld: transcript (2023), 357 pp.
"Spiele sind durch Produktion, Distribution und Konsumption in politische Strukturen eingebunden. Sie spiegeln nicht nur ihre Umwelt wider, sondern werden auch maßgeblich durch diese geformt. Die Beiträger*innen fragen transdisziplinär nach der Analyse solcher "Politiken des Spiels": Innerhalb we
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Rechte Ego-Shooter: Von der virtuellen Hetze zum Livestream-Attentat
Bonn: Bundeszentrale für politische Bildung (bpb), Sonderausg. (2020), 208 pp.
"Rechtsextremistisch, antisemitisch oder rassistisch motivierten Anschlägen fielen seit 2019 in Neuseeland, den USA, Norwegen und Deutschland 86 Menschen zu Opfer. Die Täter verbindet nicht nur ihr Hass, sondern ebenso ihre Radikalisierung im Internet. Sie alle fanden zuvor in einschlägigen Foren
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Jumanji Extremism? How Games and Gamification Could Facilitate Radicalization Processes
Journal for Deradicalization, issue 23 (2020), pp. 1-43
"This article makes an exploratory contribution to the theoretical foundations of the study of gaming in radicalization research. It is argued that both top-down and bottom up gamification have already impacted extremist discourse and potentially radicalization processes but that research on gamific
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Media Messages and Public Health: A Decisions Approach to Content Analysis
New York; London: Routledge (2009), xvii, 270 pp.
"Media Messages and Public Health addresses the full range of methodological and conceptual issues involved in content analysis research, specifically focused on public health-related messages and behaviors. Uniquely tailored to the challenges faced by content researchers interested in the study of
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Videojuegos y violencia: Guía para la acción
Washington, DC; Lima: Pan American Health Organization (PAHO); Cooperación Técnica Alemana (GTZ) (2008), 51 pp.
Gewalt und Medien: Ein Studienhandbuch
Köln: Böhlau, 5., völlig überarb. Aufl. (2006), 474 pp.
Der Krieg in den Medien
Frankfurt am Main: Campus Verlag (2004), 217 pp.
"Das Verhältnis von Medien und Krieg ist spätestens seit dem Golfkrieg von 1991 zu einem viel diskutierten Thema geworden. Muss sich die Öffentlichkeit mit einem strategischen Informationsmanagement abfinden? Lässt sich umgekehrt ermessen, wie die Berichterstattung der Medien politische und mili
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Computerspiele: Virtuelle Spiel- und Lernwelten
Bonn: Bundeszentrale für politische Bildung (bpb) (2003), 71 pp.
Gewalt in Kinder- und Jugendmedien: Ursprung, Ausprägung, Prävention
Frankfurt am Main: Arbeitsgemeinschaft Jugendliteratur und Medien der GEW (2003), 51 pp.
Children in the New Media Landscape: Games, Pornography, Perceptions
Göteborg: Youth and Media UNESCO International Clearinghouse on Children; Nordicom (2000), 379 pp.
"The 2000 Yearbook treats two themes, both of which relate to newer features of the media landscape: violence in video and computer games, and pornography on television and on Internet. Some articles in the Yearbook also discuss findings on audience perceptions of violence and sex in the media. The
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Handbuch Medien: Computerspiele. Theorie, Forschung, Praxis
Bonn: Bundeszentrale für politische Bildung (bpb) (1997), 366 pp.