Filter
34
Topics
Gaming, Video Games
11
Entertainment Education, Edutainment
6
Collective Memory & Media, Media Representation of History
5
Gaming: Uses & Effects
3
Nazism
3
Public Diplomacy, Cultural Diplomacy
2
Community Radios
2
Conflict Prevention, Mediation & Reconciliation: Role of Media
2
Conflict-Sensitive & Peace Journalism
2
Countering Hate Speech, Disinformation & Propaganda
2
Media Literacy: Disinformation, Fake News, Hate Speech
2
Civic Education: Use & Role of Media
2
Climate Change Communication, Climate Journalism
2
Media & Information Literacy
2
Civic Engagement, Citizen Participation, Civil Society & Digital Communication
1
Gaming: Children
1
Film & Gender
1
Storytelling
1
Conflict-Sensitive Digital Technology Use & Social Media in Prevention & Transformation
1
Extremist & Terrorist Digital / Social Media Presence
1
Extremist Recruitment through Media
1
Violence in the Media: Video Games
1
Countering Misinformation & Rumours
1
Philosophy
1
Edutainment Campaigns: Effects & Effectiveness
1
Digital & Information Literacy
1
Indigenous Digital & Social Media Communication
1
Health Disinformation & Misinformation
1
Energy Supply, Electricity
1
Digital Didactics
1
Digital Educational Materials
1
Massive Open Online Courses (MOOC)
1
Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
1
Religious Education: Use & Role of Media
1
Media Literacy: Gaming
1
Ethics (General)
1
Fact-Checking & Verification of Sources
1
Mental Health (General)
1
Vaccination Campaigns & Vaccine Hesitancy
1
Colonialism
1
Foreign Policies
1
Civic Engagement, Citizen & Community Participation
1
Democratization
1
Radicalisation: Influence of Media
1
Persuasive Communication
1
Reality & Communication, Truth & Media
1
Social Justice
1
Inequalities
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
Zwischen Spiel und Geschichte. Verantwortung und Ethik in der Darstellung des Nationalsozialismus in Videospielen
Communicatio Socialis (2024), pp. 315-329
"Eine moderne Erinnerungskultur muss sich auch mit neuen Formen von Medien auseinandersetzen. Dazu zählt insbesondere das digitale Spiel. Ob neue Formen der Erinnerung gelingen können, hängt u. a. vom verantwortungsvollen Umgang mit historischen Settings ab. Besonders die Darstellung des National
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Gaming and Extremism: The Radicalization of Digital Playgrounds
New York; London: Routledge (2024), xvi, 218 pp.
"Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the 'gamification of extremism.' Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the f
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ADE for Games: Approaches to Anti-Racism, Decolonization, Equity, Diversity, and Inclusion in Games Research and Creation
Pittsburgh: Play Story Press (2024), viii, 241 pp.
Werte ins Spiel bringen: An der Schnittstelle von digitalen Spielen und Wertebildung
Berlin: Stiftung Digitale Spielekultur (2024), 118 pp.
Experientially simulated others: Finding social support for mental health in digital games
Information, Communication & Society (2024), 17 pp.
"People with mental illness struggle to find connection and community due to a combination of stigma, social isolation, and adverse social experiences. Digital games, as an immersive and interactive media, can convey aspects of mental health experiences in thoughtful ways. I considered how players c
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Using social impact games to overcome intractable conflicts: The case of Fact Finders and PeaceMaker
Information, Communication & Society (2024), 16 pp.
"Is there a spillover effect in multiperspectivity regarding the Israeli-Palestinian conflict among Israeli and Palestinian undergraduate students that results from playing a social impact game about a different conflictual context? We examined whether playing Fact Finders (Cyprus conflict) and Peac
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Disinformation Debunked: Building Resilience Through Media and Information Literacy
London: Routledge (2024), 329 pp.
"The book highlights the underlying stakes that are involved in the fight against disinformation, from producing smart tools to generalizing their use beyond the journalistic profession. It considers the MIL theories and methodologies at work in the digital era, especially from the perspective of di
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Teaching with Games: Formative Gaming in Religion, Philosophy and Ethics
Gamevironments, issue 19 (2023), 205 pp.
"This special issue explores the power of games to shape worldviews, share perspectives, develop religious identities and provoke ethical reflection. Contributors bring together ideas from classrooms of philosophy and religious studies with case studies fromreligious communities and companies engage
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Handbook Auswärtsspiel: Understanding and Experiencing Foreign Policy with Games
Berlin: Stiftung Digitale Spielekultur (2023), 113 pp.
Co-Designing a Mobile-Based Game to Improve Misinformation Resistance and Vaccine Knowledge in Uganda, Kenya, and Rwanda
Journal of Health Communication, volume 28, issue suppl. 2 (2023), pp. 49-60
"Misinformation can decrease public confidence in vaccines, and reduce vaccination intent and uptake. One strategy for countering these negative impacts comes from inoculation theory. Similar to biological vaccination, inoculation theory posits that exposure to a weakened form of misinformation can
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Metaverse und Gaming: Potenziale für die Auswärtige Kultur- und Bildungspolitik
Stuttgart: Institut für Auslandsbeziehungen (ifa) (2023), 88 pp.
"Diese Studie trägt dazu bei, ein Verständnis für das Thema ,Gaming‘ und seine Derivate zu vermitteln und mithilfe von interdisziplinären, theoriegeleiteten Übersichten, Modellen und Handlungsempfehlungen eine praxisorientierte, qualifizierte Extended Gaming Literacy für Akteur:innen der Aus
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Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context
Bielefeld: transcript (2023), 280 pp.
"As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient in
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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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Tackling Misinformation with Games: A Systematic Literature Review
Interactive Learning Environments (2023), 16 pp.
"Misinformation and fake news are severe threats to society. The role of critical reading skills is crucial in the battle against misinformation. Despite the promising results of game-based interventions to mitigate the effects of misinformation, the corpus of research on games supporting critical r
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What’s the News About Bad News? A Review of Bad News Games as a Tool to Teach Media Literacy
Libri, volume 73, issue 4 (2023), pp. 283-292
"This paper examines the Bad News series of games, created by the Cambridge University Social Decision Making Lab and DROG Group, as an educational tool. More specifically, it considers Bad News as a persuasive game, within the umbrella of gamification. After considering the history and context of t
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Spielen. Lernen. Wissen: Einsatzmöglichkeiten von Games in der Bildung
Berlin: Stiftung Digitale Spielekultur (2022), 64 pp.
"Das Handbuch »Spielen. Lernen. Wissen. Einsatzmöglichkeiten von Games in der Bildung« veranschaulicht, wie sich digitale Spiele in verschiedenen Bereichen der Bildung einsetzen lassen – zum Beispiel im Schulunterricht, in der Sozialen Arbeit mit Kindern und Jugendlichen oder in der Aus- und We
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Lernprozesse digital unterstützen: Ein Methodenbuch für den Unterricht
Weinheim; Basel: Beltz, 2. Aufl. (2022), 153 pp.
"Das vorliegende Methodenbuch zeigt Möglichkeiten auf, wie das Potenzial digitaler Medien anhand unterschiedlicher Lernprozesse wie individualisiertem, kollaborativem/kooperativem, inklusivem, gamebasiertem/gamifiziertem sowie immersivem Lernen sinnvoll genutzt werden kann. Es werden jeweils die di
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This Time It’s for All the Marbles. Social Injustice in Digital Gaming
Gamevironments, issue 17 (2022), 481 pp.
"This special issue aims to examine the ways in which games and gaming are connected to and potentially accelerate undemocratic and bigoted movements while simultaneously highlighting projects and perspectives from games and games research that learn from analyzing these issues and then use that kno
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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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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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