"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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employed to invoke an imagined working-class community across ethnic, gender and generational divides against a backdrop of crisis and corruption on the structural level. Through a close listening of a South African radio drama, 'Plague in the Time of King Kapital and Queen Corona' (KKQC), we find that the use of sound enables a worldmaking that is both attuned to structural inequities and imagines a utopian, solidaristic working-class community. KKQC offers a case of worldbuilding and political conscientization through radio drama that is relevant to understanding the possibilities of the genre in the contemporary South African context." (Abstract)
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"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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e use of social media as a vehicle for cultural diplomacy continues to increase, little work has been done reflecting on the potential of another digital medium: video games. This study intends to fill that gap by assessing video games’ potential to serve as tools for cultural engagement in cultural diplomacy programming. Using the video game Never Alone as a case study, this dissertation explores the opportunity to provide a digital third space where imagined contact can occur to foster cultural understanding. Never Alone is a puzzle platformer video game developed in collaboration with the Iñupiaq Alaska Natives to showcase their culture. The game’s inclusive development process also works to examine virtual third spaces as a site for decolonial action at the microlevel regarding the Iñupiaq and the video game industry and at the macrolevel regarding Inuit diplomacies. This research attempts to critically explore the possibility for non-state cultural diplomacy initiatives using video games as tools to shape perceptions about the world." (Abstract)
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"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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lexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies." (Publisher description)
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"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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on (E-E) by using anti-extremism narratives in popular culture to address radicalization at the societal level. This study explores whether those narratives can elicit viewers’ parasocial interaction (PSI)—pseudo friendships with or animosity toward mediated personas that can catalyze persuasion—with fictional characters. Using qualitative and quantitative content analyses of more than 8,600 YouTube comments, this study explores Arab viewers’ responses to a recent E-E project, al-Siham al-Marika (The Piercing Arrows) drama series, that portrays life under ISIS’s control. The findings identify recurrent themes in the pool of comments, such as show debates, religious contestations, political disputes, empathy for victims, and engagement with plotline/characters. More importantly, they reveal at least one out of six comments (n=1477) exhibits PSI with fictional characters, addressing them as part of their social milieu. The study further traces the variations in the nature of PSI in relation to mediated positive role models, negative role models, and transitional characters in the narrative. It concludes with a discussion of E-E’s potentials as an anti-extremism messaging strategy and PSI’s role as a useful metric in assessing such narratives." (Abstract)
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"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)
"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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tes Foundation), a commercial media network (Viacom18), an academic institution (Centre for Social & Behavior Change, Ashoka University), an evaluation partner (Oxford Policy Management), and a global media brand with proven social and behaviour change communication expertise (BBC Media Action). Navrangi Re! is the story of an urban neighbourhood – a mohalla – where lots of different people live cheek by jowl, and through the trials and tribulations of life in an urban jungle, find ways to overcome this constant crisis mode that has become normalised. The mohalla is a creative device to accommodate an entire socio–economic microcosm, with different families occupying different points on the sanitation value chain [...] The evaluation results of Navrangi Re! demonstrate the power of narratives in making the invisible, visible – in bringing attention to critical, silent and complex social problems. They also validate the science, art and craft used in BBC Media Action’s narrative ‘engagement’ model – a) rooting the storytelling in research and theory, b) a commitment to an immersive creative approach and c) an unwavering focus on ‘entertainment first’. The results also show that it is possible for narratives to walk the tightrope between outcomes and audience ratings to achieve change. There is strong evidence that an insight–based Theory of Change combined with all the ingredients that make compelling drama helped Navrangi Re! deliver on the twin challenges of achieving Television Rating Points (TRPs) week after week and demonstrating impact. The results shine the light on the need for innovative partnerships. Crafting partnerships that bring together donors, private sector platforms, academia, research and storytellers is the need of the hour. In a post–Covid world, different stakeholders need to convene more of these partnerships to leverage the power of narrative for stronger societies." (Pages 2-14)
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"'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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cta conjunción de palabra, efectos especiales y música. El Radioteato es la expresión por excelencia del guion radiofónico ―el más completo de los géneros, el que más pasión y entrega exige de sus actores, guionistas y realizadores; y sin embargo un género que permaneció olvidado durante demasiado tiempo. Pero la esperanza perdida se convierte en realidad cuando renace como ave Fénix con el reto de conquistar a los nativos digitales que empiezan a admirar su riqueza en multipantallas, a la carta, en un medio de transporte o en altavoces inteligentes. Los textos que integran este volumen son la culminación del trabajo realizado en el I Congreso Internacional de Radioteatro celebrado en la Universidad de Málaga en marzo de 2019." (Descripción de la casa editorial)
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"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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genität der Lerngruppe und die Eigenschaften des gewählten Medien-Produkts berücksichtigt. Das Modell liefert Hilfestellung bei der Serienrecherche und markiert die zentralen didaktische Entscheidungen, sodass sich auch serienunerfahrene Lehrpersonen an die Serienthematik herantrauen und dabei ihren eigenen didaktischen Stil beibehalten und weiterentwickeln können." (Verlagsbeschreibung)
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"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 implemented, a description of the program design, and highlights of the results obtained by the program in question." (Abstract)
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"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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uced by MTV Staying Alive Foundation and filmed in Nigeria. Shuga 3 consists of eight episodes of 22 minutes each. While the main focus of the series is HIV, a subplot involves a married couple with a violent husband. In this paper we focus on this theme and assess the impact of Shuga on attitudes toward domestic violence. We find broadly positive effects. Moreover, the effect seems to be concentrated among people who recall the show and the narrative around the characters well, consistent with the idea of edutainment. We contribute to the nonexperimental literature on the impact of commercial TV on gender outcomes (e.g., Chong and La Ferrara 2009; Jensen and Oster 2009; La Ferrara, Chong, and Duryea 2012; Kearney and Levine 2015) and to recent experimental work that uses edutainment for public policy (e.g., Banerjee, Barnhardt, and Duflo 2015; Ravallion et al. 2015; Berg and Zia 2017). We differ from the latter in focusing on changing norms toward gender based violence."
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"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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ugh the analysis of semi-structured interviews conducted by the author with rural farmers affected by this issue, on the one hand, this work generates reflections on the role of radio drama in providing listeners with alternative options to the use of violence and confrontation with the authorities in order to claim land rights; on the other hand, it represents an important contribution to the literature of edutainment in contexts of conflict, with a specific focus on the increasingly complex issue of land grabbing in the developing world." (Abstract)
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"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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sm in game culture, the global growth of eSports, social media use in relation to gaming and the use of games to connect users and communities across the globe. Some fifteen years ago, Uruguayan theorist and game developer Gonzalo Frasca spoke of the possibility of creating “video games of the oppressed,” using the medium as a tool for education, socio-political awareness and consciousness-raising. In short, Frasca advocated for the appropriation of the means of game production by actors in the global south, and the repurposing of these technologies in ways that would benefit the region’s inhabitants. A decade and a half later, we can see that many gamers and game developers from across the global south have taken up this challenge, contributing to game cultures and creating games that respond to the obstacles and affordances of their particular geographical, socioeconomic, political and cultural contexts. Video Games and the Global South brings together perspectives from a range of disciplines, critical methodologies and theoretical approaches. Together, the 20 contributing essays advance the critical methodology for analyzing the relationship between games and culture, as well as historically contextualized insight into the cultural impact of video games and the development of games and game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia." (Publisher description)
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"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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veloped and developing countries." (Abstract)
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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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thnic, religious, and sexual minorities. What factors make these programs effective in enacting behavior change in their audiences? Insights from social learning theory, which motivate entertainment-education media, highlight that individuals (i) learn about behaviors by observing examples of behavior in their environment and (ii) adopt the behaviors that they believe will help them achieve their goals. We review the existing entertainment-education literature in light of this foundational theory and find that exposure to broadcast media can change behavior by linking desired behaviors to pre-existing goals. Conversely and as expected, the literature does not provide much evidence that media leads to behavior change by persuading individuals to adopt new goals. We conclude the review with a discussion of the prospects for successful broadcast media interventions in two domains: public health, a realm where most interventions focus on linking behavior with existing goals, and countering violent extremism (CVE), where most interventions focus on changing goals." (Abstract)
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"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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is study is a randomized controlled trial conducted in urban Nigeria, where young viewers were exposed to MTV Shuga or a placebo television series. Among those exposed to MTV Shuga, the trial created additional variation in the social messages they received and the people with whom they watched the show. The study finds significant improvements in knowledge and attitudes toward HIV and risky sexual behavior. Treated subjects are twice as likely to get tested for HIV eight months after the intervention. The study also finds reductions in sexually transmitted diseases among women. These effects are stronger for viewers who reported being more involved with the narrative, consistent with the psychological underpinnings of edutainment." (Abstract)
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"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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the key target audiences through Sara Radio Programme (SRP) are being piloted in Iringa DC since 2016, with the aim of identifying elements that can be scaled up nationally. Two radio stations are carrying out the broadcast twice a week during school-term; Tanzania Broadcasting Corporation (TBC), which has national coverage and Ebony FM, with coverage that is limited to Mbeya, Iringa and Njombe regions (MIN). The SRP included developing, pre-recording and broadcasting 100 episodes. The radio drama series featured a young girl, Sara and her friends. The SRP was crafted in a way to be fun as well as engaging pupils - girls and boys, teachers and parents in discussions around key messages. Primary standard four to seven school children (10 - 14-year olds) are the main target audience for the programme. Teachers and parents were key secondary audiences that got information through direct listening and messages from children. The programme addressed social norms to promote school girls’ retention and completion. In addition, the SRP aimed at imparting a change in knowledge and attitudes towards HIV/AIDS, sexual and reproductive health, early marriage, early pregnancy, social inclusion and protection. The long-term objective of the programme is to empower girls to decide and control what happens to them, to be safe, and to pursue what they want in life.
[.] Findings on SRP thematic components
SRP Information: Almost all the children (93.5%, N=339) interviewed in Iringa DC confirmed that they were aware of the SRP implemented in their schools. The high percentage of awareness of the SRP by the children can be attributed to the frequency of attendance for listening to the episodes. The majority of children mentioned that Sara radio episodes were broadcasted twice a week, on Tuesday and Thursday between 1530hrs to 1600hrs.
HIV/AIDS: Children were asked whether they have heard of HIV/AIDS and majority 95.9% had heard of HIV/AIDS while a mere 3.9% had not. Regarding source of information on HIV/AIDS, the majority of children (87.0%) mentioned schools/teachers as their main source, followed by parents/guardians/family (33.0%) while radios contributed 17%. On spreading of HIV virus, the majority of children (87.0%) confirmed that unsafe sex increases chances of acquiring HIV virus, against 10.7% who did not. There was a small percentage difference between boys (88.0%) and girls (85.8%) who confirmed the risks of unsafe sex on acquiring the HIV virus. [.]" (Executive summary, p. viii-ix)
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"The entertainment–education (E-E) strategy in development communication has been widely described as the panacea to development challenges in Africa. However, despite its growing application on the continent, E-E is still argued to be inhibited from contributing meaningfully toward development ef
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forts. E-E interventions are argued to be hamstrung by their failure to embrace theoretical advances in development communication and E-E scholarship and for remaining rooted in the modernization paradigm. Using the social change paradigm as its framework, this article assesses the notions of development, change, communication, audiences, and education that underpin the conceptualization and design of Tsha Tsha, an E-E television drama that uses a novel cultural approach to address issues surrounding HIV and AIDS in South Africa. The data informing the study were gathered through a Focused Synthesis Approach and analyzed using qualitative content analysis. The study’s findings show that significant efforts have been made by Tsha Tsha’s producers to bridge E-E practice and contemporary development communication and E-E scholarship. The data analyzed in the study show that Tsha Tsha’s notions of development, change, education, communication, and audience have been significantly remoored in line with the core tenets of the E-E for Social Change paradigm. The implications of the study are that more engagement and synergies need to be cultivated between E-E practitioners and development communication and E-E scholars if E-E’s full potential, in contributing to development challenges on the continent, is to be realized." (Abstract)
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