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Journals
Output Type
The Pop Theology of Videogames: Producing and Playing with Religion
Amsterdam: Amsterdam University Press (2023), 158 pp.
"Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to mod
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Gestión de la comunicación aplicada
Quito: Abya-Yala; Universidad Politécnica Salesiana (2023), 978-9978-10-831-4 (print); 978-9978-10-832-1 (ebook)
"La gestión de proyectos aplicados se refiere al enfoque práctico y sistemático utilizado para planificar, organizar y controlar el trabajo necesario para concluir un proyecto de manera eficiente y efectiva. Esto implica identificar los objetivos, definir las tareas y actividades necesarias para
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Politiken des (digitalen) Spiels: Transdisziplinäre Perspektiven
Bielefeld: transcript Verlag (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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Mental Health | Atmospheres | Video Games: New Directions in Game Research II
Bielefeld: transcript Verlag (2022), 260 pp.
"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)
Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning
Deep Insights
Berlin, Boston: De Gruyter (2022), 219 pp.
"This book introduces the potential of gamification and games to solve the great societal and organisational challenges that corporations and public institutions are dealing with today. It is written for innovation professionals, entrepreneurs, game designers, and students who seek to understand and
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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.
"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
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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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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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Video Games as Tools for Non-State Cultural Diplomacy: A Case Study of the Video Game 'Never Alone'
Boulder: University of Colorado, doctoral thesis (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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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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Visualität und Weltpolitik: Praktiken des Zeigens und Sehens in den Internationalen Beziehungen
Wiesbaden: Springer VS (2020), xii, 347 pp.
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
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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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Atlas der digitalen Welt
Deep 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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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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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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