"We report on an experiment that used podcast audio-drama as a medium to generate impact from academic outputs in a creative, inclusive and collaborative way. Tobias and Syd was a serialized podcast audio-drama published in January 2023 based on ideas contained in the book Anthropology of Tobacco an
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d personal narratives from the Wellcome Trust funded ‘Letter to the Breath’ project. The series aimed to generate conversations and discussions, rather than conclusions, about the role of tobacco in society today. It was a collaborative project involving contributions from diverse stakeholders. In addition to developing, producing and promoting the play, the educational value and dialogic space of the podcast was enhanced through four recorded webinar events based on key themes in the drama. Podcast audio-drama has the potential to open up new perspectives on contentious public health issues like tobacco use and abuse. We reflect on some of the processes involved and the challenges encountered in this case." (Abstract)
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"Edutainment intervention is a popular and inexpensive behavioural change communication toolkit to raise positive social norms through broadcast media. We evaluated a 26-episode nationally broadcasted television series targeted to improve attitudes towards preventing child marriage in Bangladesh. We
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applied a randomised encouragement design to motivate our subjects to watch the series, addressing their self-selection issues concerning viewership. We randomly assigned a sample of 1,162 households into three arms: (T1) received weekly SMS reminders, (T2) received weekly SMSs and telephone calls, and (C) pure control. We followed up with 1,096 households, collected information on viewership and self-reported attitudes, and conducted a dictator game experiment to understand their revealed attitudes towards child marriage. We found considerable variations in viewership across the arms, suggesting associations with reminder intensity. Compared to the average control group viewership of about 0.15 episodes (SD = 0.82), T2 generated a difference of about 1.50–1.93 episodes (P < 0.01), depending on the respondent types. Following an instrumental variable approach, we found that exposure was not associated with both stated and revealed attitudes towards preventing child marriage. However, we found behavioural experiment was less prone to social desirability bias in assessing sensitive topics such as child marriage." (Publisher description)
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"This study explores how and why young people engage with MTV Shuga, a popular mass media campaign in South Africa, to understand what makes effective HIV edutainment. Young MTV Shuga viewers from the Eastern Cape, South Africa and their parents participated in remote individual interviews and focus
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groups in 2020. Qualitative data were transcribed and analysed using a thematic iterative approach. Young participants engaged with MTV Shuga for relatable, tolerant and complex stories about young people navigating HIV and relationships. These stories, which made viewers aware of sexual health services, inspired young people to reflect on how they might engage with different sexual health scenarios. MTV Shuga initiated conversations among peers, partners and some families about HIV that made them feel supported and equipped to tackle problems in their own lives. Complex, relatable, non-judgemental and youth-centred storylines can make HIV edutainment engaging to youth audiences. This approach allows space for reflection and inspires discussion and debate, turning young people from passive recipients of HIV messaging to active decision-makers. Television-based interventions can disseminate resources and knowledge into communities, however, watching them with parents can expose young people to judgement. HIV edutainment should therefore be available through different mediums so young people can engage in tolerant environments." (Abstract)
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"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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wärtigen Kultur- und Bildungspolitik (AKBP) aufzubauen. Ein umfangreiches technisches oder technologisches Fachwissen wird nicht vorausgesetzt. Besonders in der internationalen Zusammenarbeit kann diese Studie durch die verschiedenen Praxisbeispiele und deren akademische Einordnung als Inspiration dienen. Im ersten Teil der Studie werden die Potenziale von Gaming aufgezeigt und gleichzeitig der Blick auf neueste Entwicklungen wie ,das Metaverse‘ gerichtet. Ein handlungsleitendes Modell vermittelt das Handwerkszeug, um verschiedene Dimensionen von Gaming und dessen Auswirkungen einordnen zu können. Verschiedene Aspekte des Modells werden anhand von zehn kurzen Fallbeispielen erläutert. Die Studie schließt mit Handlungsempfehlungen und einem kritischen Ausblick, insbesondere hinsichtlich offener Forschungsfragen." (Zusammenfassung)
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"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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to focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior." (Publisher description)
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"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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lcher rechtlichen, gesellschaftlichen und politischen Regeln findet das Spiel statt? In welchen Machtverhältnissen stehen die am Spiel beteiligten Akteur*innen? Und wie geht die Branche mit aktuellen politischen Diskursen um? Dabei betrachten sie zahlreiche Formen des Spiel(en)s in diachroner sowie synchroner Perspektive und machen deutlich: Spielen ist ein hochpolitischer Akt." (Verlagsbeschreibung)
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"Objective: To investigate the effect of exposure to 'MTV Shuga:Down South’ (MTVShuga-DS) during the scale-up of combination HIV-prevention interventions on awareness and uptake of sexual reproductive health (SRH) and HIV-prevention services by adolescent girls and young women (AGYW) [...] Conclus
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ions: Among both urban and rural AGYW in South Africa, MTVShuga-DS exposure was associated with increased PrEP awareness and improved demand for some HIV prevention and SRH technologies but not sexual health outcomes. However, exposure to MTVShuga-DS was low. Given these positive indications, supportive programming may be required to raise exposure and allow future evaluation of edu-drama impact in this setting." (Abstract)
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"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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d in game design, and reflect on their own experiences as makers, players, teachersand critics of games. This introduction proposesaconcept of formative gamingto explain this multidisciplinary, multi-context approach. The issue includes four articles, two reports and an interview, and this introduction briefly summarises each contribution before identifying the key themes and shared questions that emerge across the collection." (Page 1)
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"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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eading skills needs an overview. Therefore, a systematic literature review was conducted to analyze how games have been used to tackle misinformation and reveal game design trends. A total of 15 papers eventually met the defined inclusion criteria and were analyzed. The review revealed that the use of games in critical reading education had emerged recently and focused mainly on fake news. Most games were grounded on inoculation theory and consequently designed to expose players to weakened doses of the misinformation manipulation techniques to build resistance against them. So far, the games have been studied mainly in informal settings and with adult participants. The median sample size was 196, and the median playing time was 15 min across the studies reported in the papers. Although all the reviewed papers reported positive outcomes, the game-based learning research on the critical reading domain is not yet mature enough to generalize findings." (Abstract)
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"Die kenianische, auch mit deutschem Geld produzierte Serie "Country Queen"läuft auf Arte und weltweit auf Netflix. Sie ist raffiniert erzählt - und ein Glücksfall für das globale Lagerfeuer." (Einleitung)
"Radio-based entertainment education (EE) programs have long been a way to communicate health-related information, particularly in developing countries. To explore the effectiveness of these campaigns, we used meta-analysis to examine the results of 20 published studies on the effectiveness of healt
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h messages embedded in radio-based EE programs. The results suggest that these messages had small but significant effects in changing health related knowledge, attitudes, and behaviors. We also found that research methods, health issues, and exposure levels were significant moderators of these effects. These results have both theoretical and practical implications." (Abstract)
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"Reducing stigma is key to improving the wellbeing of people with albinism in Tanzania. This study aimed to obtain more insight into the effects of two radio interventions with regard to albinism-related stigma: a radio drama and a radio interview. Assessment of the radio interventions was based on
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two attitude measurement instruments (The Albinism Explanatory Model Interview Catalogue Community Stigma Scale and the Albinism Social Distance Scale), an entertainment scale, and two informal (group) interviews. In total, 111 community members participated in the assessment prior to the radio drama, and 65 after. In the case of the radio interview, 123 community members participated in the assessment prior to the radio show, and 77 after. Following the radio drama, a significant reduction was found in terms of community stigma, and a reduction in social distance was found after both interventions. The entertainment score for both interventions was high, but significantly higher for the radio drama. The respondents indicated that they had gained more understanding of albinism as a result of the interventions, and were positive about this type of education. The current study shows that a radio show in which the listener interacts with someone with albinism can contribute to a reduction in stigma, and demonstrates that different types of radio intervention can have different outcomes." (Abstract)
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"A través de historias que nos conmueven y nos tocan emocionalmente, Romper el Silencio tiene como objetivo enseñarnos a escuchar a otras personas con apertura y empatía, aunque piensen distinto; a reconocer sus argumentos aunque no sean los nuestros; a respetar sus ideas sin señalamientos y al
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final, a entendernos y asumir maneras no violentas de tramitar nuestras diferencias personales y sociales, para construir formas de convivencia y contribuir a la no repetición del conflicto armado en Colombia. Utilizando los formatos más populares del entretenimiento, Romper el Silencio facilita a las y los jóvenes, a sus familias, a los docentes y al público en general, armar conversaciones y reflexionar sobre temas complejos, en especial, donde es más difícil: el conflicto armado, lo que pasoì y por queì pasoì, los responsables, la justicia restaurativa y la importancia de la reparación de las víctimas." (Página 2)
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