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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
...
Reducing Albinism Related Stigma in Tanzania: An Exploration of the Impact of Radio Drama and Radio Interview
Disability & Society, volume 37, issue 9 (2022), pp. 1479-1500
"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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Overcome the Fear (Vencer El Miedo): Using Entertainment Education to Impact Adolescent Sexual and Reproductive Health and Parent-Child Communication in Mexico
BMC Public Health, volume 22, issue 2366 (2022), 12 pp.
"Adolescents in Mexico experience high pregnancy and birth rates. A collaboration with Grupo Televisa led to the development of an entertainment-education telenovela intervention, Overcome the Fear (OTF), which aired in 2020 to a national audience and addressed adolescent sexual and reproductive hea
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Using Markers for Digital Engagement and Social Change: Tracking Meaningful Narrative Exchange in Transmedia Edutainment with Text Analytics Techniques
Digital Health, volume 8 (2022), pp. 1-18
"While social media offer an unprecedented opportunity for orchestrating large-scale communication campaigns, it is often difficult to track audience responses on various digital platforms over time and to ascertain if their engagement is aligned with the original intention. In this article, we shar
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Spielen. Lernen. Wissen: Einsatzmöglichkeiten von Games in der Bildung
Berlin: Stiftung Digitale Spielekultur (2022), 64 pp.
"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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Romper el silencio: Historias para no repetir la historia. Una estrategia de eduentretenimiento basada en la realidad colombiana, para cambiar la realidad colombiana
Bogotá: Fundación Imaginario (2022), 8 pp.
"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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Using Radio Drama to Tackle Disability Discrimination in Nigeria
London: BBC Media Action (2022), 15 pp.
"As part of the Inclusive Futures programme, BBC Media Action produced a radio drama, Story Story, and accompanying social media content, to tackle stigma and discrimination around disability in Nigeria. This content was broadcast from November 2020 to November 2021 through local radio partners in s
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Using Social Media to Change Gender Norms: An Experiment Within Facebook Messenger in India
Washington, DC: World Bank (2022), 53 pp.
"This paper experimentally tests the effectiveness of two short edutainment campaigns (under 25 minutes) delivered through Facebook Messenger at reshaping gender norms and reducing social acceptability of violence against women in India. Participants were randomly assigned to watch video clips with
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Measuring Impact of Storyline Engagement on Health Knowledge, Attitudes, and Norms: A Digital Evaluation of an Online Health-Focused Serial Drama in West Africa
Journal of Global Health, volume 12, issue 4039 (2022), 10 pp.
"Cest la Vie!" (CLV) is a serial drama that entertains, educates, and promotes positive health behaviors and social change for West African audiences. The purpose of this study was to evaluate if watching the CLV Season 2 series online had an impact on people’s health knowledge, attitudes, and nor
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A Qualitative Exploration of the Salience of MTV-Shuga, an Edutainment Programme, and Adolescents’ Engagement with Sexual and Reproductive Health Information in Rural KwaZulu-Natal, South Africa
Sexual and Reproductive Health Matters, volume 30, issue 1 (2022), pp. 1-12
"This paper examines the extent to which an edutainment programme, MTV-Shuga, was reported to influence young people’s engagement with sexual and reproductive health (SRH) information in rural KwaZulu-Natal, South Africa. In 2019 we conducted eight community-based screenings of MTV-Shuga episodes
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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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Starting Conversations to Tackle Sanitation in India Through TV Drama: Evaluation of Navrangi Re!
Journal of Development Communication, volume 32, issue 2 (2021), pp. 45-58
"There is a growing body of evidence from rigorous evaluations demonstrating the effectiveness of education entertainment – ‘edutainment’– interventions in achieving development outcomes. Building on this research, this study presents the results of a pioneering quasi-experimental evaluation
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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
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Radio Drama as a Tool for Activism in South Africa: The Case of 'Plague in the Time of King Kapital and Queen Corona'
Radio Journal: International Studies in Broadcast & Audio Media, volume 19, issue 1 (2021), pp. 59-77
"How can sound be utilized as a tool for political conscientization? COVID-19 has disrupted face-to-face organizing tactics for progressive movements globally, making it necessary to branch out to more mediated forms of grassroots political organizing. In this article, we explore how sound might be
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Young Adults’ Responses to an African and US-Based COVID-19 Edutainment Miniseries: Real-Time Qualitative Analysis of Online Social Media Engagement
JMIR Formative Research, volume 5, issue 10: e30449 (2021), 12 pp.
"In April 2020, as cases of the novel COVID-19 spread across the globe, MTV Staying Alive Foundation created the educational entertainment miniseries MTV Shuga: Alone Together. In 70 short episodes released daily on YouTube, Alone Together aimed to disseminate timely and accurate information to incr
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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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