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New Forms of Civic Resistance and Activism
London; New York: Routledge (2026), xx, 279 pp.
"This interdisciplinary collection examines how contemporary movements are reshaping political, social, and environmental landscapes through both online and offline means, including creative expression and grassroots mobilisation. Analysing non-violent activism, political resistance, mobilisation, r
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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 PhÃ
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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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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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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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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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Communication and democracy in Brazil and Germany: Media accountability, public service media, internet access and right to information
São Paulo: Cultura Acadêmica (2025), 304 pp.
"The expertise brought by three important Brazilian public universities (Unesp, UnB, and UFSC), combined with the knowledge accumulated through research investment by the Technische Universität Dortmund, was taken here as a unique and rich source of knowledge capable of avoiding the pitfalls and ov
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Kirchengeschichte und Digitale Spiele
Stuttgart: Kohlhammer (2025), 263 pp.
"Analog zu Film- und Theaterwissenschaften setzen sich die "Game Studies" mit dem Medium und seinem Einfluss auf die Gesellschaft auseinander. Anders als in der Geschichtswissenschaft gibt es im Bereich der Kirchengeschichte erst seit Kurzem Bestrebungen, sich dem Phänomen der Darstellung von Verga
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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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Using social impact games to overcome intractable conflicts: The case of Fact Finders and PeaceMaker
Information, Communication & Society (2024), 16 pp.
"Is there a spillover effect in multiperspectivity regarding the Israeli-Palestinian conflict among Israeli and Palestinian undergraduate students that results from playing a social impact game about a different conflictual context? We examined whether playing Fact Finders (Cyprus conflict) and Peac
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Tackling Misinformation with Games: A Systematic Literature Review
Interactive Learning Environments, volume 32, issue 10 (2024), pp. 7086-7101
"Misinformation and fake news are severe threats to society. The role of critical reading skills is crucial in the battle against misinformation. Despite the promising results of game-based interventions to mitigate the effects of misinformation, the corpus of research on games supporting critical r
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Ecogames: Playful Perspectives on the Climate Crisis
Deep Insights
Oxford: Amsterdam University Press (2024), 612 pp.
"With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to i
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ADE for Games: Approaches to Anti-Racism, Decolonization, Equity, Diversity, and Inclusion in Games Research and Creation
Pittsburgh: Play Story Press (2024), viii, 241 pp.
"How do we make anti-racism, decolonization, equity, diversity, and inclusion vital elements of the research and development of games and playable media? What can we do to ensure that our methods and approaches are respectful and responsive to the needs of equity-deserving groups? How might we bette
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Disinformation Debunked: Building Resilience Through Media and Information Literacy
London: Routledge (2024), 329 pp.
"The book highlights the underlying stakes that are involved in the fight against disinformation, from producing smart tools to generalizing their use beyond the journalistic profession. It considers the MIL theories and methodologies at work in the digital era, especially from the perspective of di
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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
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Experientially simulated others: Finding social support for mental health in digital games
Information, Communication & Society (2024), 17 pp.
"People with mental illness struggle to find connection and community due to a combination of stigma, social isolation, and adverse social experiences. Digital games, as an immersive and interactive media, can convey aspects of mental health experiences in thoughtful ways. I considered how players c
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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
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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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