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Language
Document type
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Journals
Output Type
The Sage Handbook of Chinese Digital Media and Communication
Deep Insights
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
...
Island in the Net: Digital Culture in Post-Castro Cuba
Deep Insights
Princeton University Press (2026), xii, 242 pp.
"Until just a few years ago, Cuba was one of the least-connected countries in the world. But as digital technology has become increasingly available, Cubans have found inventive ways to work around such remaining barriers as slow speeds, high costs, and inadequate infrastructure. In Island in the Ne
...
Video Games and Mental Health: Perspectives of Psychology and Game Design
Bielefeld: transcript Verlag (2026), 228 pp.
"How do video games and mental health intersect from the perspectives of psychology and game design? In recent years, the topic of mental health has gained tremendous importance for the games industry, affecting both the applied and entertainment games sectors. The former draws from established prac
...
Media Travels: Toward an Atlas of Global Media
Amherst College Press (2025), viii, 200 pp.
"Through careful and informed analysis, these eleven accessibly written chapters illustrate the particularities of different media practices and situate them within social, historical, and geographical contexts. Examples range from South African video games to Korean TV series popular in Latin Ameri
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Handbuch Gaming & Rechtsextremismus: Voraussetzungen, Einstellungen, Prozesse, Auswege
Deep Insights
Bonn: Bundeszentrale für politische Bildung (2025), 354 pp.
"Der Einfluss des Rechtsextremismus im und auf das Gaming ist real und deshalb braucht es fundierte und kritische Analysen – ohne Alarmismus. Denn zum einen sind Gaming-Kulturen zu stark ausdifferenziert, um pauschale Aussagen über sie treffen zu können. Zum anderen ist Rechtsextremismus als Ph
...
Grundwissen Game Studies und Ludologie: Theorie und Praxis
Tübingen: UVK (2025), 597 pp.
"Spiele durchdringen unser Leben. Sie dienen nicht nur der Unterhaltung. Sie sind auch Kommunikations- und Lerninstrument. Giovanni Vindigni führt in die Ludologie, die Lehre des Spielens, ein. Eindrucksvoll stellt er Geschichte, Einsatz sowie Klassifikation vor und berücksichtigt den Kompetenzerw
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Gesellschaftliche Teilhabe und Meinungsbildung auf Twitch: Von einer reinen Gaming-Plattform zum Ort für politischen Austausch?
Media Perspektiven, issue 15 (2025), 16 pp.
"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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Effective Serious Games Development: A Step-by-Step Guide for Beginners
Key Guides
Boca Raton, FL: CRC Press (2025), xii, 222 pp.
"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
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Transformative Role-playing Game Design
Uppsala: Uppsala University Publications (2025), 315 pp.
"This textbook describes theory and practice in analog role-playing game (RPG) design that encourage specific transformative impacts in participants, including tabletop, live action role-playing (larp), and Nordic and American freeform. We describe three types of transformative RPGs: transformative
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Gaming and Extremism: The Radicalization of Digital Playgrounds
New York; London: Routledge (2024), xvi, 218 pp.
"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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Zwischen Spiel und Geschichte. Verantwortung und Ethik in der Darstellung des Nationalsozialismus in Videospielen
Communicatio Socialis, volume 57, issue 3 (2024), pp. 315-329
"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
...
Gaming: Digitale Spiele
Wien: Saferinternet.at (2024), 6 pp.
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
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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
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Indigenizing Emerging Technologies
Cultural Survival Quarterly, volume 48, issue 1 (2024), pp. 8-25
"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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Appropriating History: The Soviet Past in Belarusian, Russian and Ukrainian Popular Culture
Bielefeld: transcript Verlag (2024), 316 pp.
"Popular media play an important role in reconstructing collective imaginations of history. Dramatic events and ruptures of the 20th century provide the material for playful as well as neo-imperialist and nationalist appropriations of the past. The contributors to the volume investigate this phenome
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The Oxford Handbook of Digital Religion
Deep Insights
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
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How Pharaohs Became Media Stars: Ancient Egypt and Popular Culture
Oxford: Archaeopress Publishing (2024), vi, 250 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
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Fictional Practices of Spirituality I: Interactive Media
Bielefeld: transcript Verlag (2023), 476 pp.
"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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