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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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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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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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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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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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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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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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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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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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Werte ins Spiel bringen: An der Schnittstelle von digitalen Spielen und Wertebildung
Berlin: Stiftung Digitale Spielekultur (2024), 118 pp.
"In einer Welt, die zunehmend von digitalen Spielen geprägt ist, ist es von entscheidender Bedeutung, deren Potenzial für die Wertebildung und die Förderung einer inklusiven Gesellschaft zu erforschen. Das Projekt Games und Wertebildung wurde ins Leben gerufen, um genau dies zu tun: Die Schnittst
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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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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
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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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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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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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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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Teaching with Games: Formative Gaming in Religion, Philosophy and Ethics
Gamevironments, issue 19 (2023), 205 pp.
"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
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What’s the News About Bad News? A Review of Bad News Games as a Tool to Teach Media Literacy
Libri, volume 73, issue 4 (2023), pp. 283-292
"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
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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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