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Entertainment-Education Behind the Scenes: Case Studies for Theory and Practice
Deep Insights
Cham: Palgrave Macmillan (2021), xxxiii, 354 pp.
"This book lays out the history of entertainment-education and discusses the boundaries of what counts as entertainment-education and narrative persuasion, includes both authors who work within academia and authors who are practitioners, and chapters focusing on developed and developing countries; d
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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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Video Games as Tools for Non-State Cultural Diplomacy: A Case Study of the Video Game 'Never Alone'
Boulder: University of Colorado, doctoral thesis (2021), x, 272 pp.
"With rapidly changing digital platforms and the impact of globalization on cultural diplomacy that has provoked the increasing mediatization of the field, non-state actors are now able to expand networks and gain legitimacy by addressing new publics using digital spaces. While the research about th
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Participatory Edutainment in Practice: A Case Study of Wan Smolbag, Vanuatu
Malmö: Malmö University (2020), 68 pp.
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)
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 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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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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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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Formative Evaluation of the Sara Radio Programme (SRP) in Iringa DC, Iringa MC, Kilolo DC and Mufindi DC. Final Report
Dar es Salaam: UNICEF Tanzania; CSR Group Africa (2019), xv, 14, 119 pp.
"The SRP was piloted in Tanzania following the model of the Sara Communication Initiative (SCI). The main objective of SRP was to improve skills among school children, especially girls, on negotiation, communication skills and positive social behaviour. Activities to foster and support engagement of
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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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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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"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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The Playful Citizen: Civic Engagement in a Mediatized Culture
Amsterdam: Amsterdam University Press (2019), 431 pp.
"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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The Entertaining Way to Behavioral Change: Fighting HIV with MTV
Washington, DC: World Bank Group (2019), 45 pp.
"This paper tests the effectiveness of an entertainment education television series, MTV Shuga, aimed at providing information and changing attitudes and behaviors related to HIV/AIDS. Using a simple model, the paper shows that “edutainment” can work through an individual or a social channel. Th
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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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