"Hunger gehört zu den elementarsten menschlichen Erfahrungen. Etwa jeder zehnte Mensch auf der Welt hungert. Jeden Tag sterben etwa 24.000 Menschen an den Folgen von Hunger, etwa alle 13 Sekunden ein Kind unter 5 Jahren. Hunger ist aber keineswegs ein unabwendbares Schicksal. Das Welternährungspro
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gramm der Vereinten Nationen bezeichnet Hunger als »das größte lösbare Problem der Welt«. Politisch wie medial wird das Thema aber radikal vernachlässigt. In der vorliegenden Untersuchung wurden 39 Medien ausgewertet, darunter über 8.000 Ausgaben von Nachrichtensendungen, circa 500 Episoden von politischen Talkshows und mehr als 1.000 Ausgaben von Printmedien mit etwa 37.000 Druckseiten." (Verlagsbeschreibung)
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"We are experiencing a climate and information crisis. While temperatures rise, the digital information landscape is fast becoming a toxic wasteland. The distortion of knowledge is accelerating polarisation, radicalisation, and confusion — endangering our ability to respond to climate change. The
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question is, what can we do? The RePlaybook gathers insights from 30 organisations and practitioners at the forefront of the response. From attention-sucking algorithms to AI-generated slop, it explores how our information environment is shaping and influencing opinion on climate and offers strategies to decode disorder, challenge tech paradigms, and counteract division.This collaborative guide combines thought leadership and practical approaches. It equips communicators, campaigners, journalists, and researchers with fresh tools for navigating complexity and strengtheningclimate discourse in an age of cultural divides and contested truth." (Summary)
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"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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eMaker (Israeli-Palestinian conflict) in a different order and whether playing only one of the two games impacts multiperspectivity regarding these conflicts. 203 Israeli and Palestinian students participated in a quasi-experimental pre-test post-test design. Israelis and Palestinians playing Fact Finders first developed significantly more multiperspectivity on the Israeli-Palestinian conflict, than those playing PeaceMaker first. In addition, Israelis playing only Fact Finders developed significantly higher multiperspectivity regarding the Cyprus conflict and the Israeli-Palestinian conflict, unlike those playing only PeaceMaker. This is the first time multiperspectivity for direct parties to the conflict is observed for the Israeli/Palestinian conflict through digital games. Moreover, this is the first study to indicate a spillover effect in multiperspectivity from a different conflictual context to one’s own context. This research adds to our understanding of the effects of social impact games, suggesting that the multiperspectivity effect of the aforementioned games may extend well beyond a specific conflictual context." (Abstract)
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"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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develop cognitive immunity, reducing the likelihood of being misled. Online games offer an interactive, technologydriven, and scalable solution using an active form of inoculation that engages and incentivizes players to build resilience against misinformation. We document the development of the critical thinking game Cranky Uncle Vaccine. The game applies research findings from inoculation theory, critical thinking, humor in science communication, and serious games. The game content was iterated through a series of co-design workshops in Kampala (Uganda), Kitale (Kenya), and Kigali (Rwanda). Workshop participants offered feedback on cartoon character design, gameplay experience, and the game’s content, helping to make the game more culturally relevant and avoid unintended consequences in East African countries. Our co-design methodology offers an approach for further adaptation of the Cranky Uncle Vaccine game to other regions, as well as a template for developing locally relevant interventions to counter future infodemics." (Abstract)
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"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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iterbildung. Das Handbuch richtet sich als Nachschlagewerk, Ratgeber und Inspirationsquelle insbesondere an Vertreter*innen von Bildungsorganisationen und bildungspolitisch verantwortlichen Stellen." (Rückseite)
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"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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ms of civic engagement in a mediatized culture. The Playful Citizen explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking. We offer a pluralistic answer to such questions by bringing together scholars from different fields such as game and play studies, social sciences, and media and culture studies." (Publisher description)
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"Written by two practitioners with deep professional experience, this book introduces readers to public interest communications, which takes an evidence-based approach to using strategic communications to drive positive social change. Each chapter includes accessible, applicable insights, exercises
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and real-world examples undergirded by theories and research from a range of academic disciplines: social and cognitive science, communications, systems thinking and human-centered design. The authors provide step-by-step frameworks for practicing public interest communications and illustrate each framework with multiple perspectives through practitioner interviews. Through a focus on fairness and ethics, the book helps readers acquire the mindset of a public interest communicator. This book is an ideal resource for students in strategic communications, health and environmental communications, public relations, journalism, social entrepreneurship, political science and advertising, and in public interest communication courses specifically, who wish to promote lasting change on issues that advance the greater good. Accompanying online materials include worksheets and links to further resources such as videos and podcasts." (Publisher description)
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"Este libro presenta una reflexión en relación con las diferentes fases o «tiempos» que, a juicio del autor, han influenciado la aplicación de la comunicación a estrategias de desarrollo, mostrando la manera como estos enfoques han permeado la utilización de la comunicación desde los organis
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mos de cooperación internacional. Para ello el autor se basa en estudios realizados sobre el tema y su experiencia como consultor internacional en el campo. En este contexto, se presenta la pobre valoración que se le ha dado a la comunicación como estrategia de desarrollo y el papel que la academia ha jugado en el mismo. Finalmente, se describe el perfil de un nuevo comunicador, enfatizando en la perspectiva de la Comunicación para el Cambio Social." (https://encantalibros.com)
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"Despite the proliferation of IT applications worldwide, Indigenous knowledge remains marginalized in the mainstream information technology (IT) and Information Systems (IS) discourse. This special section explores tensions and opportunities at the intersection of Indigenous knowledge and digital te
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chnologies, emphasizing the need for culturally sensitive, inclusive, and ethical approaches to technological innovation. Bridging IT and Indigenous knowledge systems can foster environmental sustainability, digital equity, and social justice while preserving rich cultural heritage. This editorial introduces the special section, which presents ground-breaking research demonstrating the role of IT in Indigenous financial inclusion, culturally sensitive partnerships, and community empowerment. It also calls for increased interdisciplinary scholarship to advance IT solutions that respect and amplify Indigenous voices. By recognizing Indigenous knowledge as a pillar of sustainable innovation, IT and IS research can contribute to a just and inclusive technological future." (Abstract)
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"This article draws upon a multi-sited ethnography of everyday labour in Lebanon’s digital cash assistance for Syrian refugees. The datafication of humanitarian infrastructures generates technological breakdown, gaps in data and incredibly strict and cumbersome rules. In response to impediments re
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lated to biometric identification and automated poverty targeting, this article argues that humanitarian staff, refugee recipients and community members engage in ‘repair work’ – the subtle and quotidian labour that goes into addressing fragility and maintaining functionality. Inspired by feminist studies of labour, repair work is found to be invisible in being undervalued, unpaid and reproductive, which is reminiscent of labour that has historically fallen to disenfranchised people. Repair work also enables data workers to assert their autonomy and contest infrastructures that they framed as being unreasonable and unjust. In doing so, findings suggest that repair work is fundamental to the ability of data-driven aid programmes to cater to the needs of populations in crisis. This paper marks two contributions to understanding the promise and perils of ‘Technology for Good’: it introduces repair work as a novel conceptual framework to analyse labour involved in the datafication of aid, and it applies new empirical evidence to critical studies of data work." (Abstract)
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"Since the early 2010s, humanitarian donors have increasingly contracted private firms to monitor and evaluate humanitarian activities, accompanied by a promise of improving accountability through their data and data analytics. This article contributes to scholarship on data practices in the humanit
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arian sector by interrogating the implications of this new set of actors on humanitarian accountability relations. Drawing on insights from 60 interviews with humanitarian donors, implementing agencies, third-party monitors and data enumerators in Somalia, this article interrogates data narratives and data practices around thirdparty monitoring. We find that, while humanitarian donors are highly aware of challenges to accountability within the sector, there is a less critical view of data challenges and limitations by these external firms. This fuels donor optimism about third-party monitoring data, while obscuring the ways that third-partymonitoring data practices are complicating accountability relations in practice. Resultant data practices, which are aimed at separating data from the people involved, reproduce power asymmetries around the well-being and expertise of the Global North versus Global South. This challenges accountability to donors and to crisis-affected communities, by providing a partial view of reality that is, at the same time, assumed to be reflective of crisis- affected communities’ experiences. This article contributes to critical data studies by showing howmonitoring data practices intended to improve accountability relations are imbued with, and reproduce, power asymmetries that silence local actors." (Abstract)
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"Short videos are highly attractive and are becoming increasingly popular among young adults due to their unique properties. However, they also pose a risk of getting used to surface processing and suppressing slow analytic thinking. So far, little is known about the potential impact of short video
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use (SVU) on learning variables. Therefore, this series of studies aimed to examine the consequences of SVU on rational thinking, academic delay of gratification (ADOG), and a surface learning approach (Study 1) and examine the situational impact of watching a short video collection on those variables except ADOG (Study 2). Further, it was examined whether short video-based learning material is suitable for teaching low-complex material (Study 2). In Study 1, participants (n = 169) completed questionnaires regarding SVU, rational thinking, ADOG, and surface learning approach. For Study 2, participants (n = 123) took part in an online experiment with a 2 (short video collection; present vs. not present) x 2 (learning material; short video-based vs. text-based) between-subject design, completed questionnaires regarding SVU, rational thinking, surface learning approach and answered a quiz regarding knowledge acquisition. The findings reveal that SVU is negatively associated with rational thinking and positively associated with a surface learning approach. Watching a short video collection led to a higher situational surface learning approach, and participants who learned with short videos scored lower on the quiz than those who learned with text. Limitations, implications, and future directions are discussed." (Abstract)
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