"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
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the use of Indigenous languages in coding. Focused on fighting for Indigenous Peoples’ rights and sovereignty, Cultural Survival herewith delves into Indigenous leaders as solution builders rather than simply excluded and discriminated against." (https://www.channelfoundation.org)
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"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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ms of civic engagement in a mediatized culture. The Playful Citizen explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking. We offer a pluralistic answer to such questions by bringing together scholars from different fields such as game and play studies, social sciences, and media and culture studies." (Publisher description)
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"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
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im Fokus, die ein Community-Gefühl und eine enge Bindung entstehen lassen. Der Anteil politischer Inhalte auf Twitch wird von 30 Prozent der für die Studie befragten gesellschaftspolitisch interessierten Nutzerinnen und Nutzern als „sehr groß“, von weiteren 41 Prozent als „eher groß“ wahrgenommen. Vor allem Fake News, Mobbing und Hatespeech werden von den Befragten als potenzielle Gefahren auf der Plattform eingeschätzt." (Kurz und knapp, Seite 1)
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"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
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ield to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book explores key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counter-terrorism techniques and promising preventing / countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere and explores the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers". (Publisher description)
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"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
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fiction, TV-series, comics, graffiti, computer and video games, rock and heavy music, radio serials, among others) often makes use of narratives and motifs drawn from the observation and study of ancient Egypt, updated and reinterpreted in various ways, and which is now the subject of study by scholars of Egyptology. The present monograph seeks to provide new evidence of this interdisciplinarity between Egyptology and popular culture. It explores the conscious reinterpretation of the past in the work of contemporary authors, who shape an image of the Egyptian reality that in each case is determined by their own circumstances and contexts." (Publisher description)
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"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
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needed to curb this surge.
Gaming as a Breeding Ground for Hate: Unmoderated gaming spaces foster antisemitic slurs, memes, and symbols, normalizing hate speech in digital culture. Gaming platforms must implement stronger moderation, promote education, and create inclusive communities.
Anonymity Fuels Toxicity: Anonymous accounts enable users to engage in hate speech without any fear of repercussions, fostering a hostile online environment. Balancing user privacy with accountability through improved tracking and penalties can address this issue.
Algorithms Amplify Hate Speech: Social media algorithms prioritize divisive content, creating echo chambers that spread antisemitism and extremist ideas. Platforms must redesign algorithms to limit harmful content, with oversight and updated laws holding them accountable." (Executive summary)
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"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
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ement with computer-mediated digital spaces, including not only the Internet, but other emerging technologies, such as mobile phones, digital wearables, virtual reality, and artificial intelligence. The Oxford Handbook of Digital Religion provides a comprehensive overview of religion as seen and performed through various platforms and cultural spaces created by digital technology. The text covers religious interaction with a wide range of digital media forms (including social media, websites, gaming environments, virtual and augmented realities, and artificial intelligence) and highlights examples of technological engagement and negotiation within the major world religions (i.e., Buddhism, Christianity, Hinduism, Islam, and Judaism). Additional sections cover the global manifestations of religious community, identity, ethics, and authority, with a final group of chapters addressing emerging technologies and the future of the field." (Publisher description)
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"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
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ican gaming community. Highlights from the survey include the following:
The Prevalence of Mobile Gaming: The survey reveals a significant tilt towards mobile gaming, with an astounding 92% of respondents playing games on their mobile phones. This preference is driven by increasing smartphone penetration and the Android platform’s dominance, with 92% of respondents having downloaded games from the Google Play Store.
Engagement: Gaming serves as a primary source of entertainment, relaxation, and a remedy for boredom for the majority of gamers, with 73% playing for fun and 64% for stress relief.
Expenditure: Financial investment in gaming is noteworthy, with 63% of gamers having made a purchase related to gaming. The amount spent varies, with 29% spending between $2 to $5 monthly, illustrating a willing but cost-conscious gamer base.
Navigating the Barriers: The report also identifies barriers to gaming purchases, with 47% preferring free games and 44% citing a lack of funds. The cost-related challenges extend beyond purchases, as gamers list the cost of data bundles (42%) and expensive gaming hardware (31%) among their top challenges.
A Call for Cultural Representation: Over half of the respondents value cultural relevance in games, and a substantial 44% feel there are not enough games with characters that look like them or environments similar to their life, signaling an untapped market for local content creation.
In-Game Advertising Insights: Despite mixed feelings about ads in games, a surprising 63% have made a purchase after seeing an ad in a game. This suggests that while ads may be met with some resistance, they remain a potent tool for engagement and monetization within the gaming ecosystem.
The Local Gaming Scene: A striking 56% of respondents are unaware of any games made in Africa, highlighting a significant gap in visibility and market penetration for local developers. However, there is a growing interest in supporting local talent, with varied sentiments across countries regarding the importance of local games." (Key findings summary)
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"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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y the leading expert on the theme, it offers both an overview of as well as numerous detailed examples of both, historical and contemporary developments. Appropriately, this work also situates the regional characteristics in larger global contexts and cultural flows, and contemporary developments in historical contexts." (Review by Xenia Zeiler, CyberOrient, Vol. 17, Iss. 1, 2023, pp. 70-73)
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"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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remist groups, or aimed at specific platforms, such as certain online games geared for children. Efforts to address online recruitment in gaming have engaged with governments, NGOs, and the gaming industry, leaving out gamers themselves. This Policy Brief describes why recruiting in online gaming should be understood as a more general problem, involving any armed group recruiting online, which has simple solutions. It then presents several concepts from peacebuilding that can be applied to counter recruiting efforts in online gaming." (Abstract)
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"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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ern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will." (Publisher description)
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"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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wärtigen Kultur- und Bildungspolitik (AKBP) aufzubauen. Ein umfangreiches technisches oder technologisches Fachwissen wird nicht vorausgesetzt. Besonders in der internationalen Zusammenarbeit kann diese Studie durch die verschiedenen Praxisbeispiele und deren akademische Einordnung als Inspiration dienen. Im ersten Teil der Studie werden die Potenziale von Gaming aufgezeigt und gleichzeitig der Blick auf neueste Entwicklungen wie ,das Metaverse‘ gerichtet. Ein handlungsleitendes Modell vermittelt das Handwerkszeug, um verschiedene Dimensionen von Gaming und dessen Auswirkungen einordnen zu können. Verschiedene Aspekte des Modells werden anhand von zehn kurzen Fallbeispielen erläutert. Die Studie schließt mit Handlungsempfehlungen und einem kritischen Ausblick, insbesondere hinsichtlich offener Forschungsfragen." (Zusammenfassung)
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"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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mes and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations." (Publisher description)
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"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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to focus. These diverse transgressions - medial and ontological - are the subject of this transdisciplinary compendium, which covers the subject in an interdisciplinary way from various perspectives: game studies and media studies, but also sociology and psychology, to take into account the great influence of storytelling on social discourses and human behavior." (Publisher description)
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"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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lcher rechtlichen, gesellschaftlichen und politischen Regeln findet das Spiel statt? In welchen Machtverhältnissen stehen die am Spiel beteiligten Akteur*innen? Und wie geht die Branche mit aktuellen politischen Diskursen um? Dabei betrachten sie zahlreiche Formen des Spiel(en)s in diachroner sowie synchroner Perspektive und machen deutlich: Spielen ist ein hochpolitischer Akt." (Verlagsbeschreibung)
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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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"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)