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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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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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Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context
Bielefeld: transcript Verlag (2023), 280 pp.
"As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, bringing the transgression of the ontological boundary between the narrated world and the world of the recipient in
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Projekte der Initiative Stärker mit Games 2018-2022
Berlin: Stiftung Digitale Spielekultur (2023), 95 pp.
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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Counter Recruiting in the Online Gaming Community
Tokyo: Toda Peace Institute (2023), 9 pp.
"Organisations ranging from violent extremist groups to the US Army have used online gaming, a popular form of entertainment among the world’s youth, for recruiting purposes. To date, efforts to curtail online recruiting have been siloed to reduce recruitment of certain groups, such as violent ext
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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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Politiken des (digitalen) Spiels: Transdisziplinäre Perspektiven
Bielefeld: transcript Verlag (2023), 357 pp.
"Spiele sind durch Produktion, Distribution und Konsumption in politische Strukturen eingebunden. Sie spiegeln nicht nur ihre Umwelt wider, sondern werden auch maßgeblich durch diese geformt. Die Beiträger*innen fragen transdisziplinär nach der Analyse solcher "Politiken des Spiels": Innerhalb we
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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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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
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What’s the News About Bad News? A Review of Bad News Games as a Tool to Teach Media Literacy
Libri, volume 73, issue 4 (2023), pp. 283-292
"This paper examines the Bad News series of games, created by the Cambridge University Social Decision Making Lab and DROG Group, as an educational tool. More specifically, it considers Bad News as a persuasive game, within the umbrella of gamification. After considering the history and context of t
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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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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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Trauma im Computerspiel: Mediale Repräsentationen mentaler Extremerfahrungen
Bielefeld: transcript Verlag (2022), 322 pp.
"Über das Medium Computerspiel findet zunehmend eine Auseinandersetzung mit psychologischen Traumata statt. Posttraumatische Belastungsstörung, Krankheit und Tod sowie Depressionen und Phobien sind hierbei vorherrschende Themen und Motive. Thomas Spies zeigt in einem historischen Überblick und in
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Mental Health | Atmospheres | Video Games: New Directions in Game Research II
Bielefeld: transcript Verlag (2022), 260 pp.
"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)
Migrating Through the Web: Interactive Practices About Migration, Flight and Exile
Bielefeld: transcript Verlag (2022), 260 pp.
"How to study a media object on the web that is at the same time a documentary, a reportage, and a game which combines both fiction and non-fiction elements? Nicole Braida digs into the discursive and material structures and infrastructures of serious games, text-adventures, newsgames, interactive m
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This Time It’s for All the Marbles. Social Injustice in Digital Gaming
Gamevironments, issue 17 (2022), 481 pp.
"This special issue aims to examine the ways in which games and gaming are connected to and potentially accelerate undemocratic and bigoted movements while simultaneously highlighting projects and perspectives from games and games research that learn from analyzing these issues and then use that kno
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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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