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Gaming, Video Games
10
Entertainment Education, Edutainment
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Collective Memory & Media, Media Representation of History
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Gaming: Uses & Effects
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Public Diplomacy, Cultural Diplomacy
2
Community Radios
2
Conflict Prevention, Mediation & Reconciliation: Role of Media
2
Conflict-Sensitive & Peace Journalism
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Countering Hate Speech, Disinformation & Propaganda
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Media Literacy: Disinformation, Fake News, Hate Speech
2
Civic Education: Use & Role of Media
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Climate Change Communication, Climate Journalism
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Nazism
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Media & Information Literacy
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Civic Engagement, Citizen Participation, Civil Society & Digital Communication
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Gaming: Children
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Film & Gender
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Storytelling
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Conflict-Sensitive Digital Technology Use & Social Media in Prevention & Transformation
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Extremist & Terrorist Digital / Social Media Presence
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Extremist Recruitment through Media
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Violence in the Media: Video Games
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Countering Misinformation & Rumours
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Philosophy
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Edutainment Campaigns: Effects & Effectiveness
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Digital & Information Literacy
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Indigenous Digital & Social Media Communication
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Health Disinformation & Misinformation
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Energy Supply, Electricity
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Digital Didactics
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Digital Educational Materials
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Massive Open Online Courses (MOOC)
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Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
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Religious Education: Use & Role of Media
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Media Literacy: Gaming
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Ethics (General)
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Mental Health (General)
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Vaccination Campaigns & Vaccine Hesitancy
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Colonialism
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Democratization
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Radicalisation: Influence of Media
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Persuasive Communication
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Reality & Communication, Truth & Media
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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 ... more
"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 ... more
"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 ... more
"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 ... 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
"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
"This special issue explores the power of games to shape worldviews, share perspectives, develop religious identities and provoke ethical reflection. Contributors bring together ideas from classrooms of philosophy and religious studies with case studies fromreligious communities and companies engage ... more
"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 ... more
"This paper examines the Bad News series of games, created by the Cambridge University Social Decision Making Lab and DROG Group, as an educational tool. More specifically, it considers Bad News as a persuasive game, within the umbrella of gamification. After considering the history and context of t ... more
"Misinformation can decrease public confidence in vaccines, and reduce vaccination intent and uptake. One strategy for countering these negative impacts comes from inoculation theory. Similar to biological vaccination, inoculation theory posits that exposure to a weakened form of misinformation can ... more

Spielen. Lernen. Wissen: Einsatzmöglichkeiten von Games in der Bildung

Berlin: Stiftung Digitale Spielekultur (2022), 64 pp.
"Das Handbuch »Spielen. Lernen. Wissen. Einsatzmöglichkeiten von Games in der Bildung« veranschaulicht, wie sich digitale Spiele in verschiedenen Bereichen der Bildung einsetzen lassen – zum Beispiel im Schulunterricht, in der Sozialen Arbeit mit Kindern und Jugendlichen oder in der Aus- und We ... more
"This special issue aims to examine the ways in which games and gaming are connected to and potentially accelerate undemocratic and bigoted movements while simultaneously highlighting projects and perspectives from games and games research that learn from analyzing these issues and then use that kno ... more
"Das vorliegende Methodenbuch zeigt Möglichkeiten auf, wie das Potenzial digitaler Medien anhand unterschiedlicher Lernprozesse wie individualisiertem, kollaborativem/kooperativem, inklusivem, gamebasiertem/gamifiziertem sowie immersivem Lernen sinnvoll genutzt werden kann. Es werden jeweils die di ... more

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 ... more
"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 ... more