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Journals
Output Type
Narratives Crossing Boundaries: Storytelling in a Transmedial and Transdisciplinary Context
Bielefeld: transcript Verlag (2023), 280 pp.
"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
...
Projekte der Initiative Stärker mit Games 2018-2022
Berlin: Stiftung Digitale Spielekultur (2023), 95 pp.
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
...
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations
London: Bloomsbury (2023), ix, 247 pp.
"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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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
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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
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Politiken des (digitalen) Spiels: Transdisziplinäre Perspektiven
Bielefeld: transcript Verlag (2023), 357 pp.
"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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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
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Mental Health | Atmospheres | Video Games: New Directions in Game Research II
Bielefeld: transcript Verlag (2022), 260 pp.
"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)
Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning
Deep Insights
Berlin, Boston: De Gruyter (2022), 219 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
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Persuasive Gaming in Context
Amsterdam: Amsterdam University Press (2021), 264 pp.
"The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasi
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Os games no discurso adventista: Breve análise de publicações e documentos eclesiásticos
Tropos: Comunicação, Sociedade e Cultura, volume 10, issue 1 (2021), 28 pp.
"Com a emergência dos estudos acadêmicos sobre a interface entre religião e jogos digitais, o presente trabalho procura explorar a relação entre a Igreja Adventista do Sétimo Dia (IASD) e os jogos analógicos e digitais, de forma a compreender o pensamento e a visão adventista acerca dos game
...
Video Games as Tools for Non-State Cultural Diplomacy: A Case Study of the Video Game 'Never Alone'
Boulder: University of Colorado, doctoral thesis (2021), x, 272 pp.
"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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Media Theories and Approaches: A Global Perspective
New York: Palgrave Macmillan, corrected version (2021), xx, 339 pp.
"A tese parte da constatação de que existem componentes do sagrado que podem determinar ou não as narrativas dos jogos eletrônicos, para investigar os elementos religiosos presentes nos operadores audiovisuais dos games, a partir dos referenciais teóricos da transdiciplinaridade-complexidade e
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Re-Imagining Communication in Africa and the Caribbean: Global South Issues in Media, Culture and Technology
Cham: Palgrave Macmillan (2021), xxiii, 381 pp.
"This book advances alternative approaches to understanding media, culture and technology in two vibrant regions of the Global South. Bringing together scholars from Africa and the Caribbean, it traverses the domains of communication theory, digital technology strategy, media practice reforms, and c
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Media Monitoring Report on Gambling & Gaming Activities on Media in Kenya
Nairobi: Media Council of Kenya (2021), viii, 27 pp.
Atlas der digitalen Welt
Deep Insights
Frankfurt am Main; New York: Campus Verlag (2020), 271 pp.
"Jeder, der sich in irgendeiner Form mit digitalen Medien beschäftigt, lebt in einer paradoxen Welt: Denn zu keinem Feld existieren mehr Daten, Informationen und Statistiken. Aber zugleich handelt es sich stets um isolierte, winzige Partikel und Fragmente, die sich nicht integrieren lassen. Das Pro
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Visualität und Weltpolitik: Praktiken des Zeigens und Sehens in den Internationalen Beziehungen
Wiesbaden: Springer VS (2020), xii, 347 pp.
Understanding Video Games: The Essential Introduction
New York; London: Routledge, 4th ed. (2020), xiii, 399 pp.
"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-f
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