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Kirchengeschichte und Digitale Spiele
Stuttgart: Kohlhammer (2025), 263 pp.
"Analog zu Film- und Theaterwissenschaften setzen sich die "Game Studies" mit dem Medium und seinem Einfluss auf die Gesellschaft auseinander. Anders als in der Geschichtswissenschaft gibt es im Bereich der Kirchengeschichte erst seit Kurzem Bestrebungen, sich dem Phänomen der Darstellung von Verga
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Gesellschaftliche Teilhabe und Meinungsbildung auf Twitch: Von einer reinen Gaming-Plattform zum Ort für politischen Austausch?
Media Perspektiven, issue 15 (2025), 16 pp.
"42 Prozent der 14- bis 40-Jährigen in Deutschland nutzen Twitch mindestens selten. Die Twitch-User sind überwiegend männlich und zum größten Teil zwischen 21 und 30 Jahren alt. Gaming ist meist der erste Berührungspunkt mit Twitch. Auf der Plattform stehen Content-Creator und ihre Livestreams
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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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Experientially simulated others: Finding social support for mental health in digital games
Information, Communication & Society (2024), 17 pp.
"People with mental illness struggle to find connection and community due to a combination of stigma, social isolation, and adverse social experiences. Digital games, as an immersive and interactive media, can convey aspects of mental health experiences in thoughtful ways. I considered how players c
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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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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.
Gaming in Africa
GeoPoll (2024), 30 slides
"GeoPoll’s latest report, “Gaming in Africa,” provides a detailed exploration of the burgeoning gaming scene across Egypt, Kenya, Nigeria, and South Africa. Drawing from the perspectives of more than 2,500 gamers, this report shines a light on the habits, preferences, and challenges of the Afr
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Zwischen Spiel und Geschichte. Verantwortung und Ethik in der Darstellung des Nationalsozialismus in Videospielen
Communicatio Socialis, volume 57, issue 3 (2024), pp. 315-329
"Eine moderne Erinnerungskultur muss sich auch mit neuen Formen von Medien auseinandersetzen. Dazu zählt insbesondere das digitale Spiel. Ob neue Formen der Erinnerung gelingen können, hängt u. a. vom verantwortungsvollen Umgang mit historischen Settings ab. Besonders die Darstellung des National
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Gaming and Extremism: The Radicalization of Digital Playgrounds
New York; London: Routledge (2024), xvi, 218 pp.
"Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the 'gamification of extremism.' Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the f
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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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How Pharaohs Became Media Stars: Ancient Egypt and Popular Culture
Oxford: Archaeopress Publishing (2024), vi, 250 pp.
"The appearance of new media and its enormous diffusion in the last decades of the 20th century and up to the present has greatly increased and diversified the reception of Egyptian themes and motifs and Egyptian influence in various cultural spheres. So-called popular or pop culture (cinema, genre
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Gaming: Digitale Spiele
Wien: Saferinternet.at (2024), 6 pp.
Von bierbrauenden Mönchen und kriegerischen Nonnen
Stuttgart: Kohlhammer (2024), 257 pp.
"Spiele sind ein wichtiger Bestandteil populärer (Kirchen-)Geschichtskulturen. Durch die Kombination aus Setting, Material und Regelsystem transportieren sie einer breiten Öffentlichkeit Vorstellungen von historischen Ereignissen, Personen und Epochen. Noch kaum erforscht ist der Umstand, dass vie
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Videogames in the Indian Subcontinent: Development, Culture(s) and Representations
London: Bloomsbury (2023), ix, 247 pp.
"The book Videogames in the Indian Subcontinent. Development, Culture(s) and Representations is the first ever comprehensive presentation and discussion of material spanning over all nations of South Asia, including Bangladesh, Bhutan, India, the Maldives, Nepal, Pakistan, and Sri Lanka. Discussed b
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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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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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Fictional Practices of Spirituality I: Interactive Media
Bielefeld: transcript Verlag (2023), 476 pp.
"Fictional Practices of Spirituality" provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video ga
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The Pop Theology of Videogames: Producing and Playing with Religion
Amsterdam: Amsterdam University Press (2023), 158 pp.
"Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to mod
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