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Communication, Entertainment, and Messages of Social Justice
Abingdon: Routledge (2025), xix, 323 pp.
"This edited collection explores the contemporary interplay among three pivotal areas found in cultures around the world: communication, entertainment, and messages of social justice. Each chapter centralizes communication as instrumental in creating mediated messages pertaining to social justice, u
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Tobias and Syd: A research-based podcast audio-drama about tobacco
Radio Journal: International Studies in Broadcast & Audio Media, volume 23, issue 1 (2025), pp. 103-126
"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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Effective Serious Games Development: A Step-by-Step Guide for Beginners
Key Guides
Boca Raton, FL: CRC Press (2025), xii, 222 pp.
"This book showcases the entire lifecycle of a serious games project and guides the reader through different phases step by step. It follows a narrative approach, telling the story of a young game developer in a fictitious near-future setting who overcomes the challenges of a typical development pro
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Grundwissen Game Studies und Ludologie: Theorie und Praxis
Tübingen: UVK (2025), 597 pp.
"Spiele durchdringen unser Leben. Sie dienen nicht nur der Unterhaltung. Sie sind auch Kommunikations- und Lerninstrument. Giovanni Vindigni führt in die Ludologie, die Lehre des Spielens, ein. Eindrucksvoll stellt er Geschichte, Einsatz sowie Klassifikation vor und berücksichtigt den Kompetenzerw
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Showrunning for Social Impact Entertainment: The Collaborative System of Rosy Ocampo & El Instituto
Deep Insights
Coyoacán, Mexico, DF: Instituto de Investigaciones Sociales; Population Media Center (2025), 580 pp.
"In our years of working with producers, we at El Instituto have seen a consistent industry demand for insights into what makes content resonate with audiences. This book, Showrunning for Social Impact Entertainment: The Collaborative System of Rosy Ocampo & El Instituto, explores the career and pro
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Edutainment and the prevention of under-age marriages: The evaluation of a television series designed to promote positive role models in Bangladesh
Journal of Development Effectiveness, volume 16, issue 2 (2024), pp. 159-186
"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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Werte ins Spiel bringen: An der Schnittstelle von digitalen Spielen und Wertebildung
Berlin: Stiftung Digitale Spielekultur (2024), 118 pp.
"In einer Welt, die zunehmend von digitalen Spielen geprägt ist, ist es von entscheidender Bedeutung, deren Potenzial für die Wertebildung und die Förderung einer inklusiven Gesellschaft zu erforschen. Das Projekt Games und Wertebildung wurde ins Leben gerufen, um genau dies zu tun: Die Schnittst
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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.
"How do we make anti-racism, decolonization, equity, diversity, and inclusion vital elements of the research and development of games and playable media? What can we do to ensure that our methods and approaches are respectful and responsive to the needs of equity-deserving groups? How might we bette
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Transforming Lives: The Impactful Journey and Projects of Population Media Center-Ethiopia Over Two Decades. Volume I
Addis Ababa: Population Media center-Ethiopia (2024), vi, 66 pp.
"PMC-E stands as a beacon of hope and enlightenment in the realm of radio programming, leveraging the power of entertainment to educate and inspire audiences across Ethiopia. Through a diverse array of radio serial dramas and talk shows, PMC-E has transcended traditional boundaries, reaching million
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Tackling Misinformation with Games: A Systematic Literature Review
Interactive Learning Environments, volume 32, issue 10 (2024), pp. 7086-7101
"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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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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Evaluating Use of Mass-Media Communication Intervention ‘MTV-Shuga’ on Increased Awareness and Demand for HIV and Sexual Health Services by Adolescent Girls and Young Women in South Africa: An Observational Study
BMJ Open, volume 13, issue e062804 (2023), 12 pp.
"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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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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Efficacy of Radio Entertainment Education in Promoting Health Behavior: A Meta-Analysis
Journal of Radio & Audio Media, volume 30, issue 1 (2023), pp. 387-407
"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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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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Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context
Bielefeld: transcript Verlag (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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"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)
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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