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Journals
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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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Entertainment-Education Campaigns and COVID-19: How Three Global Organizations Adapted the Health Communication Strategy for Pandemic Response and Takeaways for the Future
Health Communication, volume 36, issue 1 (2021), pp. 42-49
"COVID-19 created a substantial set of challenges for health communication practitioners in the process of planning, implementing, and evaluating entertainment-education (EE) campaigns. EE is a theory and evidence-based communication strategy that employs entertainment media for educational messagin
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El radioteatro: Olvido, renacimiento y su consumo en otras plataformas
Salamanca: Comunicación Social Ediciones y Publicaciones (2020), 185 pp.
"'El Radioteatro. Olvido, renacimiento y su consumo en otras plataformas' nos ofrece las claves del pasado, presente y futuro de un género, de un formato radiofónico que se sustancia en una explosión de creatividad que acaricia nuestros sentidos y nos abre a un mundo de posibilidades en una perfe
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Entertainment-Education Versus Extremism: Examining Parasocial Interaction Among Arab Viewers of Anti-ISIS TV Drama
Deep Insights
Journal for Deradicalization, issue 24 (2020), pp. 40-77
"Recent reports indicate that over 20,000 Arab fighters traveled to join ISIS in Iraq and Syria and another 5-15 percent of millennials across seven Arab countries consider some violent extremist groups to be on the right path. In response, Arab countries have experimented with entertainment-educati
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Using Drama to Encourage Non-Violent Conflict Resolution in South Sudan
London: BBC Media Action (2020), 2 pp.
"Mixed methods research found that including entertaining and relatable characters and storylines in the Life in Lulu radio drama engaged listeners and helped them to apply lessons from the programme to resolve conflicts peacefully in their own households and communities." (Page 1)
In Full View: Creatively Tackling Sanitation in India
London: BBC Media Action (2020), 14 pp.
"Navrangi Re! (Nine To A Shade), a 26–episode television drama series was created to take the discussion on e Faecal Sludge Management (FSM) to mainstream audiences, beyond the domain of infrastructure and technology. It was the result of a unique partnership between a donor (the Bill & Melinda Ga
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Participatory Edutainment in Practice: A Case Study of Wan Smolbag, Vanuatu
Malmö: Malmö University (2020), 68 pp.
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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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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Entertainment, Education, and Attitudes Toward Domestic Violence
AEA Papers and Proceedings, issue 109 (2019), pp. 133-137
"Entertainment education (“edutainment”) is a communication strategy that works through mass entertainment media with the aim of promoting a better context for behavior change than the delivery of information alone. We experimentally evaluate season 3 of the edutainment TV series MTV Shuga, prod
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Radio, Conflict and Land Grabbing in Sierra Leone: Communicating Rights and Preventing Violence Through Drama
Media, War & Conflict, volume 12, issue 4 (2019), pp. 373-391
"With a focus on entertainment education, this article sheds light on the effects of radio drama in addressing conflict over land governance. The discussion is built around the broadcast of Bush Wahala radio series during the recent land acquisition process that has taken place in Sierra Leone. Thro
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Entertainment-Education in Radio: Three Case Studies from Africa
"This chapter presents the findings from three radio dramas in Africa (Nigeria, Burundi, and Burkina Faso) developed using Population Media Center’s unique entertainment-education methodology. Each case study is presented in detail, including background on the country or region where the program w
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"As new information technologies facilitate the production and dissemination of broadcast media, entertainment-education interventions are increasingly used in attempts to influence audiences on issues such as political participation, support for democracy, violence against women, and tolerance of e
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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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The Effectiveness of Using Entertainment Education Narratives to Promote Safer Sexual Behaviors of Youth: A Meta-Analysis, 1985-2017
Plos One, volume 14, issue 2: e0209969 (2019), 14 pp.
"Risky sexual behaviors are associated with the transmission of sexually transmitted infections (STIs) and unwanted pregnancies, both major health concerns for youth worldwide. This review studies the effectiveness of narrated mass media programs in promoting safer sexual practices among youth in de
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Bildung neu gestalten mit Games
Berlin: Stiftung Digitale Spielekultur (2019), 83 pp.