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Jumanji Extremism? How Games and Gamification Could Facilitate Radicalization Processes
Journal for Deradicalization, issue 23 (2020), pp. 1-43
"This article makes an exploratory contribution to the theoretical foundations of the study of gaming in radicalization research. It is argued that both top-down and bottom up gamification have already impacted extremist discourse and potentially radicalization processes but that research on gamific
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Child’s Play: Cooperative Gaming as a Tool of Deradicalization
Journal for Deradicalization, issue 23 (2020), pp. 96-132
"This research project contributes to the CVE (countering violent extremism) literature by studying narratives as tools of reflections on self-identity designed intentionally within gaming exercises to help contextualize and account for as much environmental complexity as possible. This paper provid
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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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Understanding Video Games: The Essential Introduction
New York; London: Routledge, 4th ed. (2020), xiii, 399 pp.
"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-f
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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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Videojuegos: Los dos lados de la pantalla
Fundación Telefónica (2019), 47 pp.
"Esta guía está dirigida a todas las personas interesadas en profundizar y conocer un poco más la exposición 'Videojuegos. Los dos lados de la pantalla'. Con este documento hemos planteado diversas cuestiones, seleccionado algunas piezas y proponemos actividades para poder realizar antes o despu
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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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Computerspiele: Basisinformationen und praktische Tipps zum pädagogischen Umgang
Bonn: Bundeszentrale für politische Bildung (bpb), 4. Aufl. (2019), 23 pp.
Bildung neu gestalten mit Games
Berlin: Stiftung Digitale Spielekultur (2019), 83 pp.
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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Unbeatable? Debates and Divides in Gender and Video Game Research
Communication Research Trends, volume 37, issue 3 (2018), pp. 4-29
"In this review essay, I will chart the history of video game technology, the emergence of game studies as a field, provide an overview of the key aspects of gender and video game research, and highlight key debates in gender and video games research." (Page 5)
Games and Bereavement: How Video Games Represent Attachment, Loss, and Grief
Bielefeld: transcript Verlag (2018), 273 pp.
"How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficu
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What’s the Problem in Problem Gaming? Nordic Research Perspectives
Göteborg: Nordicom (2018), 123 pp.
"By publishing this anthology, we would like to help steer the research agenda away from ‘videogame addiction’ as a psychological pathology ascribed to the individual and towards a situated understanding of problem gaming as something that takes place between people in the socio-cultural context
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Methods for Studying Video Games and Religion
London; New York: Routledge (2018), xviii, 221 pp.
Guide to developing digital games for early grade literacy for developing countries
Quezon City; Washington DC: Foundation for Information Technology Education and Development; World Vision (2018), 43 pp.
Experiencias de gamificación en aulas
Barcelona: Universitat Autònoma de Barcelona (2017), 125 pp.
"Experiencias de gamificación en el aula" es el segundo libro de está temática que está organizado por investigadores del Observatorio de Comunicación, Videojuegos y Entretenimiento del Instituto de la Comunicación de la Universidad Autónoma de Barcelona (InCom-UAB) y de la Universidad de Vic
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Metagame: Panoramas dos Game Studies no Brasil
São Paulo: Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação (2017), 308 pp.
"Este volume consiste em uma seleção de artigos que versam sobre questões contemporâneas dos estudos de jogos eletrônicos – game studies – e sobre sua inevitável interseção junto ao campo da Comunicação. Nela estão presentes trabalhos apresentados na primeira edição do GP de Games d
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