Search database
Filter
83
Featured
Topics
Gaming: Uses & Effects
16
Educational Games, Serious Games
10
Storytelling
9
Media Literacy: Gaming
7
Violence in the Media: Video Games
5
Virtual Reality
5
Media Use: Children
4
Media Use: Youth
4
Religious Functions & Messages of Digital Media
4
Collective Memory & Media, Media Representation of History
4
Entertainment Media Industries & Markets
4
Digital & Social Media Use: Youth
3
Child Protection, Protection of Minors
3
Gaming: Children
3
Gaming: Youth
3
Entertainment Education, Edutainment
3
Internet
3
Countering Hate Speech, Disinformation & Propaganda
3
Game Industries, Game Production
3
Television Entertainment, Television Entertainment Programmes
3
Sexuality: Media Representation, Sexually Explicit Media Content, Pornography
3
Gender Representation & Stereotypes in the Media
3
Death & Grief: Reporting & Media Representation
3
Youth Cultures, Youth Milieus, Youth Identities
3
Gender Representation & Stereotypes in Advertising
2
Digital Activism, Cyber Advocacy
2
Mobile Phone Use
2
Television Consumption, Televison Use, Television Audiences
2
Children and Media
2
Animated Cartoons, Animated Films
2
Media Literacy: Children
2
Hollywood
2
Cybersecurity, Digital Safety, Privacy, Right to Privacy
2
Public Diplomacy, Cultural Diplomacy
2
Public Relations
2
Extremist Recruitment through Media
2
Digital Cultures
2
Fans, Fandom, Fan Cultures
2
Digital Media, Internet & Religion
2
Digital & Information Literacy
2
Indigenous Digital & Social Media Communication
2
Interactive Media
2
Internet / ICTs and Social Change
2
Social Media
2
Digitalization, Digital Transformation
2
LGBT & Communication / Media
2
Economics of Media
2
Civic Education: Use & Role of Media
2
Educational Television
2
Games
2
Addiction to Media & Video Games, Effects of Media on Mental Health
2
Soap Operas & Telenovelas
2
Gender and Media, Gender and Communication
2
Gender Relations
2
Nazism
2
Media & Information Literacy
2
Media Literacy: Television
2
Radio
2
Hinduism and Communication
2
Antisemitism
2
Computers
2
Mobile Phones, Smartphones
2
Television
2
Theories of Communication & Media
2
Youth and Media
2
Digital Divide, Digital Inequalities
1
Advocacy & Political Films
1
Civic Engagement, Citizen Participation, Civil Society & Digital Communication
1
Fishing
1
Audiences & Users
1
Audience Research Methods
1
Digital & Social Media Use, Internet Use
1
Digital & Social Media Use: Children
1
Film Audiences, Film Consumption
1
Information Use & Consumption
1
Media Socialisation, Media Biographies, Media Life Journeys
1
Television Use: Children
1
Media Use: Lower Classes & Poor Population
1
Book Markets & Industries
1
Children's Books & Literature
1
E-Books & Digital Book Publishing
1
Gender and Book Publishing
1
Children: Media Representation & Reporting
1
Children: Early Childhood, Toddlers, Preschoolers
1
Children's Media
1
Children's Rights
1
Comics, Cartoons, Caricatures
1
Girls and Media
1
Research: Children & Media / Communication
1
Violence in the Media: Effects on Children
1
Bible, Biblical Theology
1
Adventist Church
1
Christian Ethics
1
Christian Social Media Presence & Online Communities
1
Christianity: Media Representation & Reporting
1
Cinema
1
Aesthetics in Film & Visual Communication
1
Female Film Actors, Directors & Producers
1
Film & Gender
1
Documentaries, Television Documentaries, Web Documentaries
1
Historical Films
1
Film Markets
1
Films
1
Digital Media Censorship, Control & Filtering, Internet & Social Media Censorship
1
Plagiarism
1
Government Propaganda
1
Military: Communication Strategies & Practices
1
Viral Spots & Viral Online Communication
1
Community Radios
1
Community Reporters, Media Volunteers
1
Graffiti, Wall Paintings, Street Art
1
Conflicts and Media
1
Conflict-Sensitive & Peace Journalism
1
Extremist & Terrorist Digital / Social Media Presence
1
Extremist & Terrorist Communication Strategies and Media
1
Foreign Conflict Reporting, International War Reporting
1
Hate Speech, Hate Speech in Social Media
1
Violence in the Media: Reception & Effects
1
War Reporting
1
Coding
1
Content Analysis (Research Method)
1
Anthropology of Media & Communication
1
Theatre
1
Cultural Resistance
1
Development Communication: Indigenous & Traditional Communication
1
Edutainment Campaigns: Effects & Effectiveness
1
Social Change & Media / Communication
1
Digital Communication, Digital Media
1
Big Digital Platforms, Big Tech Companies
1
Convergence of Media
1
Cyberbullying, Cyberharassment
1
Cybercrimes
1
Digital Ethics, AI Ethics, Social Media Ethics, Data & Information Ethics
1
Digital Healthcare & Information, Mobile Health, E-Health, Telemedicine
1
Digital Inclusion
1
Cyberfaith / Virtual Spirituality
1
Religious Digital & Social Media Practices
1
Digital Research Methods
1
E-Governance, E-Democracy
1
Online Communication
1
Digital Journalism, Online Journalism
1
Social Media in Political Communication
1
Digital Market Concentration
1
Social Media Companies
1
Digital Media Markets
1
Web Entertainment Series
1
Sexual Abuse: Digital Media
1
Blogging, Blogs
1
TikTok
1
Twitch (Video Games Live-Streaming Platform)
1
YouTube
1
Streaming Media
1
Websites
1
Ethnic / Minority Online Communities & Websites
1
Artificial Intelligence
1
Online Learning, E-Learning
1
ICTs and Development
1
Digitalisation, Online Communication & Democracy / Democratization
1
ICTs and Poverty Reduction
1
ICT Policies
1
Diaspora Media
1
Racism in Social Media & Digital Communication
1
Information Storage and Retrieval
1
Digital Economies & Markets
1
Economic Contribution of the Media Industries to GDP
1
Media Industries
1
Music Industries & Markets
1
Media Markets
1
Television Markets
1
Education (General)
1
Ethical Learning: Use & Role of Media
1
Instructional Media & Teaching Materials
1
Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
1
Media Didactics, Media Use in Education
1
Religious Education: Use & Role of Media
1
Gaming: Ethical Issues
1
Humour, Parody, Satire
1
Political Parody and Satire
1
Infotainment, Politainment
1
Sports Reporting
1
Climate Change Communication, Climate Journalism
1
Sensationalist Journalism, Yellow Press
1
Values
1
Gender Media Studies & Feminist Communication Research
1
Sexuality
1
Sexism
1
Women (General)
1
Women's Magazines, Women's Press
1
Food / Nutrition Communication & Media Representation
1
Mental Health (General)
1
Therapeutical Use of Communication & Media
1
History of Media & Communication
1
Indigenous Issues Reporting & Media Representation
1
Indigenous Languages
1
Globalisation of Media
1
Image Abroad
1
International Relations
1
Colonialism
1
News
1
Business & Economics Journalism
1
Court Reporting & Media Representation of Judicial System
1
Political Reporting
1
Islam: Media Representation & Reporting
1
Judaism: Media Representation & Reporting
1
Media Assistance: Journalists' Associations, Media Associations
1
Diversity & Pluralism in Media / Communication
1
Media, Mass Media
1
Media Literacy: Photography
1
Media Literacy: Youth
1
Media Landscapes, Media Systems, Media Situation in General
1
Small States: Media Systems & Media Landscapes
1
Internet Governance, Internet Policies
1
Media Governance
1
Music
1
Music as Means of Political Communication
1
People with Disabilities: Tailored ICT & Media Products
1
Right-Wing Extremism
1
Political Communication
1
Political Television Programmes & Political Talkshows
1
Radicalisation: Influence of Media
1
Magazines
1
Public Service Broadcasting
1
Cyberpsychology
1
Media Effects
1
Media Psychology, Communication Psychology
1
Persuasive Communication
1
Archetypes
1
Religion and Communication
1
Buddhism and Communication
1
Muslim Digital Media & Online Communities
1
Judaism and Communication
1
Mythology
1
Religion in Entertainment Programmes (Religiotainment)
1
Spirituality
1
Youth & Religious Communication
1
Reality & Communication, Truth & Media
1
Society & Media, Media Sociology
1
Satellite Communication & Information Services
1
Technological Change, Technological Developments, Technological Progress
1
Mobile Phone Apps
1
Telephone
1
Television Production Companies
1
Reality Television Programmes & Daily Talks
1
Television Talk Shows
1
Television Programming, Programme Structures & Programme Policies
1
Non-Western Communication Approaches
1
User-Generated Contents
1
Visual Communication
1
Audiovisual Communication
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
"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
"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 ... 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
"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

Gaming: Digitale Spiele

Wien: Saferinternet.at (2024), 6 pp.

Streaming, Chatting, Modding: Eine Kurzexploration extremistischer Aktivitäten auf Gaming- und gaming-nahen Plattformen

Frankfurt am Main: Leibniz-Institut für Friedens- und Konfliktforschung (PRIF);Forschungsverbund RadiGaMe (2024), 60 pp.
"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

Ain't no Game: Antisemitism in Gaming and on Social Media

ELNET Deutschland;Combat Antisemitism Movement (2024), 5 pp.
"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

The Oxford Handbook of Digital Religion

New York: Oxford University Press (2024), xiii, 661 pp.
"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

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
"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

Counter Recruiting in the Online Gaming Community

Tokyo: Toda Peace Institute (2023), 9 pp.
"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

The Pop Theology of Videogames: Producing and Playing with Religion

Amsterdam: Amsterdam University Press (2023), 158 pp.
"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

Metaverse und Gaming: Potenziale für die Auswärtige Kultur- und Bildungspolitik

Stuttgart: Institut für Auslandsbeziehungen (ifa) (2023), 88 pp.
"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
"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
"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

Projekte der Initiative Stärker mit Games 2018-2022

Berlin: Stiftung Digitale Spielekultur (2023), 95 pp.
"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 ... more
"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)