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Journals
Output Type

The Sage Handbook of Chinese Digital Media and Communication

London; Thousan Oaks (Cailf.) et al.: Sage (2026), 800 pp.
"Spanning activism, governance, labor, industry, everyday life, and research methods, the handbook offers a critical and interdisciplinary survey of the field. It explores how the internet and digital media have reshaped political participation, civil society, and national identity; how state regula ... more
"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 ... more
"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 ... more
"Addressing a rarely-examined intersection, the magazine features eight articles highlighting the use of technology in Indigenous communities. These include AI’s role in exacerbating violence and inequality, the use of AI in tracking salmon migration, Indigenous representation in video games, and ... more
"Digital Religion refers to the contemporary practice and understanding that religion takes place in both online and offline contexts, and how these contexts intersect with each other. Scholars in this growing field of Digital Religion studies recognize that religion has been influenced by its engag ... more
"Antisemitism Surges Online: Antisemitic content on platforms like X spiked by 919 percent following the October 7 Hamas attacks, spreading hate that deeply affects Jewish users, especially the young. Enhanced moderation systems combining AI and human oversight, along with stricter regulations, are ... more
"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 ... more
"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 ... more

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 ... more
"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 ... more
"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 ... more
"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 ... more
"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 ... more
"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 ... more
"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 ... more
"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 ... more
"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 ... more

Gestión de la comunicación aplicada

Quito: Abya-Yala; Universidad Politécnica Salesiana (2023), 978-9978-10-831-4 (print); 978-9978-10-832-1 (ebook)
"La gestión de proyectos aplicados se refiere al enfoque práctico y sistemático utilizado para planificar, organizar y controlar el trabajo necesario para concluir un proyecto de manera eficiente y efectiva. Esto implica identificar los objetivos, definir las tareas y actividades necesarias para ... more