Filter
87
Featured
Topics
Gaming, Video Games
56
Educational Games, Serious Games
32
Gaming: Uses & Effects
21
Media Literacy: Gaming
10
Storytelling
7
Violence in the Media: Video Games
7
Entertainment Education, Edutainment
7
Collective Memory & Media, Media Representation of History
6
Gaming: Children
5
Media Use: Youth
4
Religious Functions & Messages of Digital Media
4
Virtual Reality
4
Countering Hate Speech, Disinformation & Propaganda
4
Game Industries, Game Production
4
Games
4
Child Protection, Protection of Minors
3
Gaming: Youth
3
Media in Religious Education
3
Nazism
3
Death & Grief: Reporting & Media Representation
3
Media Use: Children
2
Public Diplomacy, Cultural Diplomacy
2
Extremist Recruitment through Media
2
Interactive Media
2
Entertainment Media Industries & Markets
2
Civic Education: Use & Role of Media
2
Addiction to Media & Video Games, Effects of Media on Mental Health
2
Climate Change Communication, Climate Journalism
2
Mental Health (General)
2
Radicalisation: Influence of Media
2
Religion in Entertainment Programmes (Religiotainment)
2
Civic Engagement, Citizen Participation, Civil Society & Digital Communication
1
Audiences & Users
1
Digital & Social Media Use: Children
1
Digital & Social Media Use: Youth
1
Mobile Phone Use
1
Television Consumption, Televison Use, Television Audiences
1
E-Books & Digital Book Publishing
1
Campaigning: Message Design
1
Catholic Religious Congregations, Catholic Orders
1
Church History
1
Animated Cartoons, Animated Films
1
Violence in the Media: Effects on Children
1
Adventist Church
1
Lutheran Churches
1
Christian Ethics
1
Christianity: Media Representation & Reporting
1
Aesthetics in Film & Visual Communication
1
Film & Gender
1
Historical Films
1
Viral Spots & Viral Online Communication
1
Conflict-Sensitive Digital Technology Use & Social Media in Prevention & Transformation
1
Extremist & Terrorist Digital / Social Media Presence
1
Trauma, Coping with Trauma, Trauma Therapy
1
Trauma: Media Representation & Reporting
1
Violence in the Media: Reception & Effects
1
Violence in the Media: Effects on Youth
1
Countering Misinformation & Rumours
1
Fans, Fandom, Fan Cultures
1
Narratives, Narrative Structures
1
Philosophy
1
Edutainment Campaigns: Effects & Effectiveness
1
Digital Media, Internet & Religion
1
Religious Digital & Social Media Practices
1
Digital Research Methods
1
Indigenous Digital & Social Media Communication
1
Social Media in Political Communication
1
Web Entertainment Series
1
TikTok
1
Twitch (Video Games Live-Streaming Platform)
1
Digitalization, Digital Transformation
1
ICT Sector Personnel / Professionals
1
Racism in Social Media & Digital Communication
1
Health Disinformation & Misinformation
1
Media Literacy: Disinformation, Fake News, Hate Speech
1
Economics of Media
1
Energy Supply, Electricity
1
Labour, Labour Markets, Labour Laws, Working Conditions
1
Education (General)
1
Ethical Learning: Use & Role of Media
1
Instructional Media & Teaching Materials
1
Digital Educational Materials
1
Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
1
Gaming: Ethical Issues
1
Television Entertainment, Television Entertainment Programmes
1
Ethics (General)
1
Sexuality: Media Representation, Sexually Explicit Media Content, Pornography
1
Gender Media Studies & Feminist Communication Research
1
Gender Relations
1
Vaccination Campaigns & Vaccine Hesitancy
1
Colonialism
1
Foreign Policies
1
Islam: Media Representation & Reporting
1
Judaism: Media Representation & Reporting
1
Media Literacy: Television
1
Media Literacy: Youth
1
People with Disabilities: Tailored ICT & Media Products
1
Civic Engagement, Citizen & Community Participation
1
Right-Wing Extremism
1
Democratization
1
Media Psychology, Communication Psychology
1
Persuasive Communication
1
Archetypes
1
Hinduism and Communication
1
Antisemitism
1
Judaism and Communication
1
Mythology
1
Religious Communication Research
1
Religious Motives
1
Spirituality
1
Youth & Religious Communication
1
Research Methods
1
Reality & Communication, Truth & Media
1
Social Justice
1
Inequalities
1
Youth Cultures, Youth Milieus, Youth Identities
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
"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 ... more
"Computerspiele sind Kulturgut. Sie sind etablierte und treibende Kraft gesellschaftlicher Transformationsprozesse in der Freizeitgestaltung und des Medienkonsums zu Unterhaltungszwecken. Aber lassen sich gerade in kommerziellen Spielen – sogenannten off-the-shelf games – auch Bildungspotenziale ... more
"Aus der Perspektive der Rezeptions- und Wirkungsforschung stellt sich die Frage, wie mediale Kommunikation dazu beitragen kann, dass Menschen klimabewusster handeln. Die bisherigen Ergebnisse zeigen, dass viele der typischen Darstellungsformen des Klimawandels - wie Katastrophenbilder - eher kontra ... more

Video Games Around the World

Cambridge, Mass.; London: MIT Press (2015), xiv, 697 pp.
"Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and cultur ... more

Storytelling in virtuellen Welten

Konstanz; München: UVK (2014), 297 pp.
"David Lochner gibt einen Überblick über die vielfältigen Möglichkeiten des Erzählens im virtuellen Raum. Ob Animationsfilm, digitales Spiel oder interaktiver Film – sie alle bieten Autoren und Produzenten neue Wege, Geschichten zu erzählen: Visionen, Träume und Welten zu entwickeln, die da ... more
"In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable pro ... more
"Dennis Eick zeigt, welche neuen Erzählformen durch das Internet und die technischen Möglichkeiten der Digitalisierung realisiert werden können. Er stellt zahlreiche Beispiele aus dem nationalen und internationalen Bereich vor und führt Interviews mit namhaften Fachleuten aus den einzelnen Genre ... more
"Chancen und Risiken von Computerspielen, Retro Gaming, Gamification, Sim Games und Augmented Reality: Im Wintersemester 2013/2014 haben sich Professorinnen und Professoren aus ganz Bayern an der ersten bayernweiten Ringvorlesung Games beteiligt. Der MedienCampus Bayern und Games/Bavaria haben für ... more
"Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game 'Okami' to the internationally popular 'The Legend of Zelda' and 'Halo', many video games rely on religious themes and symbols to drive the narrative and frame the ... more
"En 2010 el Foro desplegó una nueva investigación en la que han participado ocho países: Argentina, Brasil, Chile, Colombia, Ecuador, Guatemala, México y Perú. El esfuerzo realizado por los equipos locales del Foro, con el apoyo inestimable de Fundación Telefónica y de Telefónica, ha permiti ... more
"Game stories have evolved from the simple kidnapped-girl plot of Donkey Kong to the complex novel-length tales of modern RPGs. In addition, the ability of the player to interact with and affect the story has created many new and different types of stories that are difficult if not impossible to por ... more

Entertainment-Education Through Digital Games

In: Serious games: Mechanisms and effects
New York; London: Routledge (2009), pp. 271-292
"In summary, the present chapter analyzed the role of digital games in the growing practice of entertainment-education. We argued that serious games should not be automatically labeled as E-E digital games just because they include some social content. Connections were drawn between the social inter ... more
"In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games ... more
"This book is for people who are interested in creating their own computer games for the Windows platform. Using the easy but powerful The Games Factory 2 software, you will be able to make games quicker and easier than ever before, without any programming knowledge. Game creation is a lot of fun an ... more