Filter
169
Featured
105
10
13
Topics
50
48
39
35
30
27
22
19
14
13
11
10
10
8
8
7
6
6
6
5
5
5
4
4
4
4
4
4
3
3
3
3
3
3
3
3
3
3
3
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
Language
Document type
44
30
27
7
4
3
2
1
1
1
1
1
1
1
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
A Qualitative Examination of Alcohol Use and IPV Among Nepali Couples in a Violence Prevention Intervention
Global Public Health, volume 16, issue 4 (2021), pp. 597-609
"Intimate partner violence (IPV) impacts the physical and mental health of one in three women globally, with equally high rates in rural Nepal. The risk of physical violence, stalking, harassment, and homicide between intimate partners increases when alcohol is used by the perpetrator. This study ev
...
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
...
Entertainment-Education Campaigns and COVID-19: How Three Global Organizations Adapted the Health Communication Strategy for Pandemic Response and Takeaways for the Future
Health Communication, volume 36, issue 1 (2021), pp. 42-49
"COVID-19 created a substantial set of challenges for health communication practitioners in the process of planning, implementing, and evaluating entertainment-education (EE) campaigns. EE is a theory and evidence-based communication strategy that employs entertainment media for educational messagin
...
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
...
Participatory Edutainment in Practice: A Case Study of Wan Smolbag, Vanuatu
Malmö: Malmö University (2020), 68 pp.
El radioteatro: Olvido, renacimiento y su consumo en otras plataformas
Salamanca: Comunicación Social Ediciones y Publicaciones (2020), 185 pp.
"'El Radioteatro. Olvido, renacimiento y su consumo en otras plataformas' nos ofrece las claves del pasado, presente y futuro de un género, de un formato radiofónico que se sustancia en una explosión de creatividad que acaricia nuestros sentidos y nos abre a un mundo de posibilidades en una perfe
...
Entertainment-Education Versus Extremism: Examining Parasocial Interaction Among Arab Viewers of Anti-ISIS TV Drama
Deep Insights
Journal for Deradicalization, issue 24 (2020), pp. 40-77
"Recent reports indicate that over 20,000 Arab fighters traveled to join ISIS in Iraq and Syria and another 5-15 percent of millennials across seven Arab countries consider some violent extremist groups to be on the right path. In response, Arab countries have experimented with entertainment-educati
...
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
...
Using Drama to Encourage Non-Violent Conflict Resolution in South Sudan
London: BBC Media Action (2020), 2 pp.
"Mixed methods research found that including entertaining and relatable characters and storylines in the Life in Lulu radio drama engaged listeners and helped them to apply lessons from the programme to resolve conflicts peacefully in their own households and communities." (Page 1)
In Full View: Creatively Tackling Sanitation in India
London: BBC Media Action (2020), 14 pp.
"Navrangi Re! (Nine To A Shade), a 26–episode television drama series was created to take the discussion on e Faecal Sludge Management (FSM) to mainstream audiences, beyond the domain of infrastructure and technology. It was the result of a unique partnership between a donor (the Bill & Melinda Ga
...
Bildung neu gestalten mit Games
Berlin: Stiftung Digitale Spielekultur (2019), 83 pp.
The Entertaining Way to Behavioral Change: Fighting HIV with MTV
Washington, DC: World Bank Group (2019), 45 pp.
"This paper tests the effectiveness of an entertainment education television series, MTV Shuga, aimed at providing information and changing attitudes and behaviors related to HIV/AIDS. Using a simple model, the paper shows that “edutainment” can work through an individual or a social channel. Th
...
Radio, Conflict and Land Grabbing in Sierra Leone: Communicating Rights and Preventing Violence Through Drama
Media, War & Conflict, volume 12, issue 4 (2019), pp. 373-391
"With a focus on entertainment education, this article sheds light on the effects of radio drama in addressing conflict over land governance. The discussion is built around the broadcast of Bush Wahala radio series during the recent land acquisition process that has taken place in Sierra Leone. Thro
...
Entertainment, Education, and Attitudes Toward Domestic Violence
AEA Papers and Proceedings, issue 109 (2019), pp. 133-137
"Entertainment education (“edutainment”) is a communication strategy that works through mass entertainment media with the aim of promoting a better context for behavior change than the delivery of information alone. We experimentally evaluate season 3 of the edutainment TV series MTV Shuga, prod
...
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
...
"As new information technologies facilitate the production and dissemination of broadcast media, entertainment-education interventions are increasingly used in attempts to influence audiences on issues such as political participation, support for democracy, violence against women, and tolerance of e
...