Search database
Filter
33
Topics
Gaming, Video Games
10
Entertainment Education, Edutainment
6
Collective Memory & Media, Media Representation of History
5
Gaming: Uses & Effects
3
Public Diplomacy, Cultural Diplomacy
2
Community Radios
2
Conflict Prevention, Mediation & Reconciliation: Role of Media
2
Conflict-Sensitive & Peace Journalism
2
Countering Hate Speech, Disinformation & Propaganda
2
Media Literacy: Disinformation, Fake News, Hate Speech
2
Civic Education: Use & Role of Media
2
Climate Change Communication, Climate Journalism
2
Nazism
2
Media & Information Literacy
2
Civic Engagement, Citizen Participation, Civil Society & Digital Communication
1
Gaming: Children
1
Film & Gender
1
Storytelling
1
Conflict-Sensitive Digital Technology Use & Social Media in Prevention & Transformation
1
Extremist & Terrorist Digital / Social Media Presence
1
Extremist Recruitment through Media
1
Violence in the Media: Video Games
1
Countering Misinformation & Rumours
1
Philosophy
1
Edutainment Campaigns: Effects & Effectiveness
1
Digital & Information Literacy
1
Indigenous Digital & Social Media Communication
1
Health Disinformation & Misinformation
1
Energy Supply, Electricity
1
Digital Didactics
1
Digital Educational Materials
1
Massive Open Online Courses (MOOC)
1
Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
1
Religious Education: Use & Role of Media
1
Media Literacy: Gaming
1
Ethics (General)
1
Fact-Checking & Verification of Sources
1
Mental Health (General)
1
Vaccination Campaigns & Vaccine Hesitancy
1
Colonialism
1
Foreign Policies
1
Civic Engagement, Citizen & Community Participation
1
Democratization
1
Radicalisation: Influence of Media
1
Persuasive Communication
1
Reality & Communication, Truth & Media
1
Social Justice
1
Inequalities
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
"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
"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

Erinnern mit Games: Digitale Spiele als Chance für die Erinnerungskultur

Berlin: Stiftung Digitale Spielekultur (2020), 96 pp.

Bildung neu gestalten mit Games

Berlin: Stiftung Digitale Spielekultur (2019), 83 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 ... 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
"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
"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
"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
"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
"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