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Key Guidance
1
Quick Overview
1
Top Insights
4
Topics
Gaming: Uses & Effects
16
Educational Games, Serious Games
11
Storytelling
9
Media Literacy: Gaming
7
Popular Cultures
6
Violence in the Media: Video Games
5
Virtual Reality
5
Media Use: Children
4
Media Use: Youth
4
Religious Functions & Messages of Digital Media
4
Collective Memory & Media, Media Representation of History
4
Entertainment Media Industries & Markets
4
Digital & Social Media Use: Youth
3
Child Protection, Protection of Minors
3
Gaming: Children
3
Gaming: Youth
3
Popular Religious Cultures & Practices
3
Entertainment Education, Edutainment
3
Internet
3
Countering Hate Speech, Disinformation & Propaganda
3
Game Industries, Game Production
3
Television Entertainment, Television Entertainment Programmes
3
Sexuality: Media Representation, Sexually Explicit Media Content, Pornography
3
Gender Representation & Stereotypes in the Media
3
Nazism
3
Death & Grief: Reporting & Media Representation
3
Youth Cultures, Youth Milieus, Youth Identities
3
Gender Representation & Stereotypes in Advertising
2
Digital Activism, Cyber Advocacy
2
Mobile Phone Use
2
Television Consumption, Televison Use, Television Audiences
2
Children and Media
2
Animated Cartoons, Animated Films
2
Media Literacy: Children
2
Hollywood
2
Cybersecurity, Digital Safety, Privacy, Right to Privacy
2
Public Diplomacy, Cultural Diplomacy
2
Public Relations
2
Extremist Recruitment through Media
2
Digital Cultures
2
Fans, Fandom, Fan Cultures
2
Digital Media, Internet & Religion
2
Digital & Information Literacy
2
Indigenous Digital & Social Media Communication
2
Interactive Media
2
Internet / ICTs and Social Change
2
Social Media
2
Digitalization, Digital Transformation
2
LGBT & Communication / Media
2
Economics of Media
2
Civic Education: Use & Role of Media
2
Educational Television
2
Games
2
Addiction to Media & Video Games, Effects of Media on Mental Health
2
Soap Operas & Telenovelas
2
Gender and Media, Gender and Communication
2
Gender Relations
2
Media & Information Literacy
2
Media Literacy: Television
2
Popular Music
2
Popular Press
2
Radio
2
Hinduism and Communication
2
Antisemitism
2
Computers
2
Mobile Phones, Smartphones
2
Television
2
Theories of Communication & Media
2
Youth and Media
2
Digital Divide, Digital Inequalities
1
Advocacy & Political Films
1
Civic Engagement, Citizen Participation, Civil Society & Digital Communication
1
Fishing
1
Audiences & Users
1
Audience Research Methods
1
Digital & Social Media Use, Internet Use
1
Digital & Social Media Use: Children
1
Film Audiences, Film Consumption
1
Information Use & Consumption
1
Media Socialisation, Media Biographies, Media Life Journeys
1
Television Use: Children
1
Media Use: Lower Classes & Poor Population
1
Book Markets & Industries
1
Children's Books & Literature
1
E-Books & Digital Book Publishing
1
Gender and Book Publishing
1
Children: Media Representation & Reporting
1
Children: Early Childhood, Toddlers, Preschoolers
1
Children's Media
1
Children's Rights
1
Comics, Cartoons, Caricatures
1
Girls and Media
1
Research: Children & Media / Communication
1
Violence in the Media: Effects on Children
1
Bible, Biblical Theology
1
Adventist Church
1
Christian Ethics
1
Christian Social Media Presence & Online Communities
1
Christianity: Media Representation & Reporting
1
Cinema
1
Aesthetics in Film & Visual Communication
1
Female Film Actors, Directors & Producers
1
Film & Gender
1
Documentaries, Television Documentaries, Web Documentaries
1
Historical Films
1
Film Markets
1
Films
1
Digital Media Censorship, Control & Filtering, Internet & Social Media Censorship
1
Plagiarism
1
Government Propaganda
1
Military: Communication Strategies & Practices
1
Viral Spots & Viral Online Communication
1
Community Radios
1
Community Reporters, Media Volunteers
1
Graffiti, Wall Paintings, Street Art
1
Conflicts and Media
1
Conflict-Sensitive & Peace Journalism
1
Extremist & Terrorist Digital / Social Media Presence
1
Extremist & Terrorist Communication Strategies and Media
1
Foreign Conflict Reporting, International War Reporting
1
Hate Speech, Hate Speech in Social Media
1
Violence in the Media: Reception & Effects
1
War Reporting
1
Coding
1
Content Analysis (Research Method)
1
Anthropology of Media & Communication
1
Theatre
1
Cultural Resistance
1
Development Communication: Indigenous & Traditional Communication
1
Edutainment Campaigns: Effects & Effectiveness
1
Social Change & Media / Communication
1
Digital Communication, Digital Media
1
Big Digital Platforms, Big Tech Companies
1
Convergence of Media
1
Cyberbullying, Cyberharassment
1
Cybercrimes
1
Digital Ethics, AI Ethics, Social Media Ethics, Data & Information Ethics
1
Digital Healthcare & Information, Mobile Health, E-Health, Telemedicine
1
Digital Inclusion
1
Cyberfaith / Virtual Spirituality
1
Religious Digital & Social Media Practices
1
Digital Research Methods
1
E-Governance, E-Democracy
1
Online Communication
1
Digital Journalism, Online Journalism
1
Social Media in Political Communication
1
Digital Market Concentration
1
Social Media Companies
1
Digital Media Markets
1
Web Entertainment Series
1
Sexual Abuse: Digital Media
1
Blogging, Blogs
1
TikTok
1
Twitch (Video Games Live-Streaming Platform)
1
YouTube
1
Streaming Media
1
Websites
1
Ethnic / Minority Online Communities & Websites
1
Artificial Intelligence
1
Online Learning, E-Learning
1
ICTs and Development
1
Digitalisation, Online Communication & Democracy / Democratization
1
ICTs and Poverty Reduction
1
ICT Policies
1
Diaspora Media
1
Racism in Social Media & Digital Communication
1
Information Storage and Retrieval
1
Digital Economies & Markets
1
Economic Contribution of the Media Industries to GDP
1
Media Industries
1
Music Industries & Markets
1
Media Markets
1
Television Markets
1
Education (General)
1
Ethical Learning: Use & Role of Media
1
Instructional Media & Teaching Materials
1
Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
1
Media Didactics, Media Use in Education
1
Religious Education: Use & Role of Media
1
Gaming: Ethical Issues
1
Humour, Parody, Satire
1
Political Parody and Satire
1
Infotainment, Politainment
1
Sports Reporting
1
Climate Change Communication, Climate Journalism
1
Sensationalist Journalism, Yellow Press
1
Values
1
Gender Media Studies & Feminist Communication Research
1
Sexuality
1
Sexism
1
Women (General)
1
Women's Magazines, Women's Press
1
Food / Nutrition Communication & Media Representation
1
Mental Health (General)
1
Therapeutical Use of Communication & Media
1
History of Media & Communication
1
Indigenous Issues Reporting & Media Representation
1
Indigenous Languages
1
Globalisation of Media
1
Image Abroad
1
International Relations
1
Colonialism
1
News
1
Business & Economics Journalism
1
Court Reporting & Media Representation of Judicial System
1
Political Reporting
1
Islam: Media Representation & Reporting
1
Judaism: Media Representation & Reporting
1
Media Assistance: Journalists' Associations, Media Associations
1
Diversity & Pluralism in Media / Communication
1
Media, Mass Media
1
Media Literacy: Photography
1
Media Literacy: Youth
1
Media Landscapes, Media Systems, Media Situation in General
1
Small States: Media Systems & Media Landscapes
1
Internet Governance, Internet Policies
1
Media Governance
1
Music
1
Music as Means of Political Communication
1
People with Disabilities: Tailored ICT & Media Products
1
Right-Wing Extremism
1
Political Communication
1
Political Television Programmes & Political Talkshows
1
Radicalisation: Influence of Media
1
Magazines
1
Public Service Broadcasting
1
Cyberpsychology
1
Media Effects
1
Media Psychology, Communication Psychology
1
Persuasive Communication
1
Archetypes
1
Religion and Communication
1
Buddhism and Communication
1
Muslim Digital Media & Online Communities
1
Judaism and Communication
1
Mythology
1
Religion in Entertainment Programmes (Religiotainment)
1
Spirituality
1
Youth & Religious Communication
1
Reality & Communication, Truth & Media
1
Society & Media, Media Sociology
1
Satellite Communication & Information Services
1
Technological Change, Technological Developments, Technological Progress
1
Mobile Phone Apps
1
Telephone
1
Television Production Companies
1
Reality Television Programmes & Daily Talks
1
Television Talk Shows
1
Television Programming, Programme Structures & Programme Policies
1
Non-Western Communication Approaches
1
User-Generated Contents
1
Visual Communication
1
Audiovisual Communication
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
O sagrado nos jogos digitais: Arquétipos do sagrado no game Dragon Age: Origins
Recife: Doctoral Thesis Programa de Pós-graduação em Ciências da Religião Universidade Católica de Pernambuco (2021), 234 pp.
"A tese parte da constatação de que existem componentes do sagrado que podem determinar ou não as narrativas dos jogos eletrônicos, para investigar os elementos religiosos presentes nos operadores audiovisuais dos games, a partir dos referenciais teóricos da transdiciplinaridade-complexidade e
...
Video Games as Tools for Non-State Cultural Diplomacy: A Case Study of the Video Game 'Never Alone'
Boulder: doctoral thesis University of Colorado (2021), x, 272 pp.
"With rapidly changing digital platforms and the impact of globalization on cultural diplomacy that has provoked the increasing mediatization of the field, non-state actors are now able to expand networks and gain legitimacy by addressing new publics using digital spaces. While the research about th
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Re-Imagining Communication in Africa and the Caribbean: Global South Issues in Media, Culture and Technology
Cham: Palgrave Macmillan (2021), xxiii, 381 pp.
"This book advances alternative approaches to understanding media, culture and technology in two vibrant regions of the Global South. Bringing together scholars from Africa and the Caribbean, it traverses the domains of communication theory, digital technology strategy, media practice reforms, and c
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Persuasive Gaming in Context
Amsterdam: Amsterdam University Press (2021), 264 pp.
"The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasi
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Media Monitoring Report on Gambling & Gaming Activities on Media in Kenya
Nairobi: Media Council of Kenya (2021), viii, 27 pp.
Os games no discurso adventista: Breve análise de publicações e documentos eclesiásticos
Tropos: Comunicação, Sociedade e Cultura, volume 10, issue 1 (2021), 28 pp.
"Com a emergência dos estudos acadêmicos sobre a interface entre religião e jogos digitais, o presente trabalho procura explorar a relação entre a Igreja Adventista do Sétimo Dia (IASD) e os jogos analógicos e digitais, de forma a compreender o pensamento e a visão adventista acerca dos game
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Visualität und Weltpolitik: Praktiken des Zeigens und Sehens in den Internationalen Beziehungen
Wiesbaden: Springer VS (2020), xii, 347 pp.
History in Games: Contingencies of an Authentic Past
Bielefeld: transcript Verlag (2020), 280 pp.
"Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient A
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Understanding Video Games: The Essential Introduction
New York; London: Routledge, 4th ed. (2020), xiii, 399 pp.
"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-f
...
Programa de capacitación para la creación de un videojuego con personas con discapacidad intelectual
Fundación Telefónica (2020), 186 pp.
Atlas der digitalen Welt
Top Insights
Frankfurt am Main; New York: Campus Verlag (2020), 271 pp.
"Jeder, der sich in irgendeiner Form mit digitalen Medien beschäftigt, lebt in einer paradoxen Welt: Denn zu keinem Feld existieren mehr Daten, Informationen und Statistiken. Aber zugleich handelt es sich stets um isolierte, winzige Partikel und Fragmente, die sich nicht integrieren lassen. Das Pro
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Wer will ich sein? Ethisches Lernen an TV- und Videospielserien sowie Let's Plays
Marburg: Schüren (2020), 377 pp.
"Der vorliegende Band begründet ein kompetenz- und lerngruppenorientiertes Modell, mit dem ethische Lernprozesse anhand fiktiver Jugendfiguren aus narrativen TV- und Videospielserien sowie Let’s Plays konzipiert und initiiert werden können. Dabei werden die Begebenheiten des Lernorts, die Hetero
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World Entertainment Media: Global, Regional and Local Perspectives
New York; London: Routledge (2020), xvi, 210 pp.
"There are still opposing and restraining forces to globalization processes taking place in media, and the global mediascape comprises international, regional and local markets, and global and local players, which in recent years have evolved at an uneven pace. By analyzing similarities and differen
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Videojuegos: Los dos lados de la pantalla
Fundación Telefónica (2019), 47 pp.
"Esta guía está dirigida a todas las personas interesadas en profundizar y conocer un poco más la exposición 'Videojuegos. Los dos lados de la pantalla'. Con este documento hemos planteado diversas cuestiones, seleccionado algunas piezas y proponemos actividades para poder realizar antes o despu
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The Playful Citizen: Civic Engagement in a Mediatized Culture
Amsterdam: Amsterdam University Press (2019), 431 pp.
"From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new for
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Digitized Lives: Culture, Power and Social Change in the Internet Era
New York; London: Routledge, 2nd ed. (2019), xix, 311 pp.
"In chapters examining a broad range of issues - including sexuality, politics, education, race, gender relations, the environment and social protest movements - Digitized Lives argues that making sense of digitized culture means looking past the glossy surface of techno gear to ask deeper questions
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Video Games and the Global South
Pittsburgh, PA: Carnegie Mellon University; ETC Press (2019), viii, 290 pp.
"The innovative research in Video Games and the Global South focuses on a range of topics including art games and serious games from the global south, postcolonialism and cultural representation, player communities, software modification (modding), intercultural communication online, racism and sexi
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Klinische Cyberpsychologie und Cybertherapie
Wien: facultas (2018), 246 pp.
"Das Werk vermittelt verständlich und anschaulich den aktuellen Stand des Wissens zum Einsatz neuer Medien in der Klinischen Psychologie und Psychotherapie. Neben dem Wandel psychologischen und psychotherapeutischen Denkens und Handelns beleuchten die AutorInnen auch die daraus entstehenden ethisch
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Unbeatable? Debates and Divides in Gender and Video Game Research
Communication Research Trends, volume 37, issue 3 (2018), pp. 4-29
"In this review essay, I will chart the history of video game technology, the emergence of game studies as a field, provide an overview of the key aspects of gender and video game research, and highlight key debates in gender and video games research." (Page 5)
Computerspiele: Basisinformationen und praktische Tipps zum pädagogischen Umgang
Key Guidance
Bonn: Bundeszentrale für politische Bildung (bpb), 3., vollst. überarb. Aufl. (2018), 23 pp.