"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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eading skills needs an overview. Therefore, a systematic literature review was conducted to analyze how games have been used to tackle misinformation and reveal game design trends. A total of 15 papers eventually met the defined inclusion criteria and were analyzed. The review revealed that the use of games in critical reading education had emerged recently and focused mainly on fake news. Most games were grounded on inoculation theory and consequently designed to expose players to weakened doses of the misinformation manipulation techniques to build resistance against them. So far, the games have been studied mainly in informal settings and with adult participants. The median sample size was 196, and the median playing time was 15 min across the studies reported in the papers. Although all the reviewed papers reported positive outcomes, the game-based learning research on the critical reading domain is not yet mature enough to generalize findings." (Abstract)
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"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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apply the potential of gamification and games in different organisations. The essential insights from this book build on results from the European GAMIFY project: It leverages the knowledge of more than 150 experts we interviewed and the lessons learned from developing games responding to innovation challenges in leading European firms. GAMIFY stands for 'Games as Methods to enhance Innovation and Entrepreneurship'. The project was motivated by the observation that games and gamification have been successfully used to increase productivity within organisations, and in isolated initiatives, also to facilitate the innovation and entrepreneurship (I&E) capabilities of organisations." (Preface, page 5)
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"This book lays out the history of entertainment-education and discusses the boundaries of what counts as entertainment-education and narrative persuasion, includes both authors who work within academia and authors who are practitioners, and chapters focusing on developed and developing countries; d
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raws upon communication principles and theory but prioritizes actionable lessons for how entertainment-education actually works." (Publisher description)
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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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"Queremos entender la comunicación y el acceso a la información como medios para la conquista de otros derechos. Hay innumerables rutas que podríamos tomar para llegar a este destino; la elegida acá es la que entiende la comunicación como un ecosistema complejo que debe estar imbricado en la co
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ncepción, ejecución y retroalimentación de las políticas públicas. Piense en una política pública cualquiera. En una democracia, ¿cuál es el momento T0 de esta política pública? La respuesta es el proceso electoral. Es allí donde la sociedad decide cuáles propuestas quiere ver implementadas y cuáles no. ¿Hay comunicación en esta etapa? ¿Y el momento T1? Una vez electos, los tomadores de decisiones deben empezar el proceso de planificación de las políticas que van a implementar. De nuevo, ¿está presente la comunicación aquí? Y continuemos… T2: aprobación legislativa. T3: implementación/ejecución. T4: monitoreo y evaluación. T5: retroalimentación y reinicio del ciclo electoral. En cada una de las etapas del diseño e implementación de una política pública cualquiera, hay palabras clave presentes: información, participación, diálogo, empoderamiento, mitigación de riesgos, corrección de rumbos, rendición de cuentas… En todos estos quehaceres hay robustos aspectos comunicativos y de acceso a la información. A estas alturas, usted, lector juicioso, se estará preguntando: ¿por qué todo este esfuerzo para subrayar lo obvio? Y es aquí donde reside el segundo pilar de esta caja de herramientas y estrategias: aunque parezca evidente, la comunicación, comprendida en su complejidad, diversidad y amplitud, debe estar incorporada en la ruta integral de las políticas públicas; cambiar este escenario es central para la eficiencia misma de las políticas que buscamos implementar." (Introducción, página 8-9)
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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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"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
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entdecken? Können sie also für die Vermittlung von Wissen insbesondere im schulischen Kontext nutzbar gemacht werden? Dieser Frage widmete sich das Praxisforschungsprojekt „Spielend lernen!“ des Grimme-Forschungskollegs an der Universität zu Köln. Hier wurden mithilfe zentraler Zielgruppen in einer Reihe von Expert*innen-Workshops kritische Stellschrauben (technisch, konzeptionell und pädagogisch) identifiziert und davon ausgehend Gelingensbedingungen spezifiziert, unter denen das Medium Computerspiel ein sinnvolles Werkzeug in Schule und Unterricht sein kann. Um der Vielschichtigkeit der Thematik und der unterschiedlichen fachdidaktischen Bedarfe gerecht zu werden, wurde der Fokus bewusst breit gehalten und nicht auf spezielle Fächer eingegrenzt. Band 5 der Schriftenreihe zur digitalen Gesellschaft des Landes NRW fasst wesentliche Perspektiven des Praxisforschungsprojektes noch einmal zusammen. Dadurch, dass hier in stärkerem Maße als bislang die Nutzbarmachung kommerzieller digitaler Spiele als Vehikel für die Wissensvermittlung gerade auch im Rahmen formeller Kontexte akzentuiert wird, nimmt dieses Buch eine zur Mainstream-Debatte komplementäre Perspektive ein, aus der sich wertvolle Erkenntnisse für weitere Forschung und medienpädagogische Praxis generieren lassen." (Verlagsbeschreibung)
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"Entertainment-education (EE) began as a communication approach that uses both entertainment and education to engender individual and social change, but is emerging as a distinct theoretical, practice, and evidence-based communication subdiscipline. EE has roots in oral and performing arts tradition
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s spanning thousands of years, such as morality tales, religious storytelling, and the spoken word. Modern-day EE, meanwhile, is produced in both fiction and nonfiction designs that include many formats: local street theater, music, puppetry, games, radio, television, and social media. A classic successful example of EE is the children’s television program Sesame Street, which is broadcast in over 120 countries. EE, however, is a strategy that has been successfully planned, implemented, and evaluated in countries around the world for children and adults alike. EE scholarship has traditionally focused on asking, “Does it work?” but more recent theorizing and research is moving toward understanding how EE works, drawing from multidisciplinary theories. From a research standpoint, such scholarship has increasingly showcased a wide range of methodologies. The result of these transformations is that EE is becoming an area of study, or subdiscipline, backed by an entire body of theory, practice, and evidence. The theoretical underpinnings, practice components, and evidence base from EE may be surveyed via the peer- reviewed literature published over the past 10 years. However, extensive work in social change from EE projects around the world has not all made it into the published literature. EE historically began as a communication approach, one tool in the communication toolbox. Over time, the nascent approach became its own full-fledged strategy focused on individual change. Backed by emerging technologies, innovative examples from around the globe, and new variations in implementation, it becomes clear that the field of EE is emerging into a discrete theoretical, practice, and evidence-based subdiscipline within communication that increasingly recognizes the inherent role of individuals, families, communities, organizations, and policies on improving the conditions needed for lasting social change." (Summary)
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"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
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produktiv wirken. Die vorliegende Arbeit widmet sich deswegen der Frage, welche Medieneigenschaften klimaschonendes Handeln positiv unterstützen. Den theoretischen Ausgangspunkt bildet das Forschungsfeld Nachhaltigkeitskommunikation. Der hier verortete Ansatz der Handlungsorientierung nimmt an, dass Menschen in Lernsituationen selbst aktiv handeln müssen, damit sie das Gelernte in ihren Alltag übertragen. Handeln wird durch fünf Merkmalen charakterisiert: Intentionalität, Erstellen eines Produktes, Handlungsspielraum, Bewusstheit des Handelns und der Prozesscharakter. Hieraus werden Gestaltungsempfehlungen für ein Online-Spiel formuliert und Variablen für die empirische Studie abgeleitet. Als zweite theoretische Säule wird das Forschungsfeld "Interactive Storytelling" erschlossen und das dramentheoretische Modell von Lessing ausgewählt. Um das entwickelte Variablenmodell zu testen, wird das Online-Spiel "RED - Renewable Energy Drama" (ca. 10 Spielminuten) konzipiert. Es thematisiert das Stromsparen im eigenen Haushalt. Eine quantitative Online-Befragung (n=287) prüft die theoretischen Annahmen, ergänzend werden Interaktionsdaten aus dem Spielverlauf erfasst. Die Ergebnisse der Studie zeigen, dass ein hoher Alltagsbezug der entscheidende Faktor ist. Stehen verschiedene, alltagsnahe Möglichkeiten zur Verfügung, um eine Aufgabe zu lösen (Handlungsspielraum), dann denken die Spieler stärker darüber nach, wie sie diese Aufgabe üblicherweise zuhause lösen (Bewusstheit). Dies wiederum hat einen positiven Effekt auf alle Dimension von Handlungskompetenz: die Spielenden haben den Eindruck, alltagstaugliche Heuristiken zum Stromsparen zu lernen, sich die Bedeutung ihres eigenen Handelns für den Klimaschutz bewusst zu machen und eigene Verhaltensweisen zu reflektieren und/oder zu verändern. Einen ebenso positiven Effekt hat es, wenn das Feedback zu den gelösten Aufgaben als hilfreich bewertet wird, was besonders dann der Fall ist, wenn Verhaltensalternativen miteinander verglichen werden. Auch Spielcharaktere, die ein realistisches Verhalten mit typischen, konfligierenden Gedanken und Gefühle in alltäglichen Entscheidungssituationen zeigen, haben einen positiven Effekt auf die Handlungskompetenz." (Zusammenfassung)
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"This paper makes a critical appraisal of the impact of folksongs in entertainment education. The paper adopts historical methodology and is anchored on the social learning theory." (Abstract)
"El inicio del siglo XXI ha venido marcado por los debates que, en el plano internacional, están sometiendo a revisión la comunicación para el desarrollo con el fin de proponer otras alternativas como comunicación para el cambio social o comunicación para el empoderamiento ciudadano y ecosocial
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. El debate conceptual que tiene lugar está lejos de resolverse con una respuesta fácil e inmediata, en la medida en que todos los términos que entran en escena requieren de un trabajo genealógico que permita identificar las tensiones, los actores sociales y las perspectivas de investigación en conflicto." (Editorial)
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"Entertainment-education for Health Behaviour Change: Issues and Perspectives in Africa is a collection of essays from some of the leading scholars in entertainment-education, including writers from South Africa, Nigeria, and the United States. Chapters cover a wide range of application and strategi
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es for entertainment-education, from mass media campaigns to participatory communication for behaviour change in health interventions including polio eradication and HIV/AIDS. Through reviews of past programmes and discussions of areas of potential research, these scholars highlight an emerging approach that is set to change health education and behaviour change strategies around the world." (Publisher description)
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"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
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gress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable -- even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and 26 game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective and transparent." (Publisher description)
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"Sending messages is likely to only be effective in conjunction with a comprehensive approach involving a wider range of activities, such as dialogue or training. The media, such as newspapers, radio and television, are the main way that messages to change attitudes and behaviour are communicated in
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campaigns. In conflict situations, the media does not necessarily always either promote or prevent conflict, but still acts as an important, influential force in most societies. The media can help inform decisions and counteract hateful and violent messages, but can also undermine peacebuilding processes. There is no single way that the media affects audiences, and the media cannot ‘inject’ behaviours or attitudes into people’s minds but rather affects the formation of attitudes and beliefs which in turn impact on behaviour. In addition to media interventions, two approaches to sending messages are identified that seem of particular relevance: social marketing and the inclusion of educational messages in entertainment programmes. A number of case studies are identified in the report that cover multi-faceted interventions and include a messaging component. Projects are explored from Burundi, Rwanda, Kenya, the Democratic Republic of Congo and Bosnia." (www.gsdrc.org)
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"The story of entertainment-education (EE) is that of a highly successful communication strategy that has achieved global recognition as a useful and effective approach to tackling contemporary development challenges. This chapter discusses the observed diversification of the science produced around
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EE. First, it maps out the practice of EE as documented in peer-reviewed publications, book chapters and unpublished theses completed in the period 2002 to early 2010. The chapter then deconstructs the theoretical elements that inform the practice of EE, guided by a series of questions. By unpacking the ontology of EE, the chapter identifies conceptual and practical shortcomings vis-à-vis the development challenges identified in the studies. The main purpose of the chapter is to establish that social change is a concept embedded in theories of development and change, and in social science theory of, for example, social norms, social capital, and social determinants." (Summary)
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