"The spread of disinformation about science in social media has been a major concern worldwide, especially at a time of crisis in which all institutions that produce knowledge and truth, including science, are delegitimized or discredited by society. Given this, the purpose of this research is to ma
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p the circulation of information on the most frequent conspiracy theories in Brazil, seeking to identify actors, discourses, and interactions on different digital platforms. Using a mixed methodology for identifying informational flows among supporters of conspiracy theories on Facebook, WhatsApp, and YouTube, the results show that, even though there is distrust about the relationship between science, government and industry, scientific authority is a symbolic capital of extreme importance for the circulation of information on conspiracy theories related to science." (Abstract)
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"The aim of this article is to analyse the meanings of ‘engagement’ deployed in media and communication journals over the last five years (2016-2020), in 502 articles found through the Web of Science. Through the analysis of their abstracts, supported by Iramuteq software, this research has iden
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tified four categories: a) media effects and proximity to behavioural science; b) participation and citizenship perspectives, with links to science studies; c) structures and uses of social media; d) organisational communication. The circulation of engagement, as a concept, presents a multiplicity of meanings involving other theoretical traditions, not always in congruence with audience studies traditions, but which may even revisit certain ‘media effects’ frameworks, for example. Thus, the analysis of this concept in a specific time frame and broader theoretical context helps to understand the struggles around the concept and its different theoretical affiliations. The results highlight the polysemy of the concept, and that there is no preponderance of social media engagement. From the presentation of the results, we discuss their blind-spots and consequences for audience studies." (Abstract)
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"Featuring contributions from a diverse range of internationally-recognized experts and practitioners, this timely volume discusses recent developments in the field in the context of related scholarship, public policy, formal and non-formal teaching and learning, and DIY and community practice. Offe
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ring a truly global perspective, the Handbook focuses on empirical work from Media and Information Literacy (MIL) practitioners from around the world. The book’s five parts explore global youth cultures and the media, trans-media learning, media literacy and scientific controversies, varying national approaches to media research, media education policies, and much more." (Publisher description)
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"The innovative research in Video Games and the Global South focuses on a range of topics including art games and serious games from the global south, postcolonialism and cultural representation, player communities, software modification (modding), intercultural communication online, racism and sexi
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sm in game culture, the global growth of eSports, social media use in relation to gaming and the use of games to connect users and communities across the globe. Some fifteen years ago, Uruguayan theorist and game developer Gonzalo Frasca spoke of the possibility of creating “video games of the oppressed,” using the medium as a tool for education, socio-political awareness and consciousness-raising. In short, Frasca advocated for the appropriation of the means of game production by actors in the global south, and the repurposing of these technologies in ways that would benefit the region’s inhabitants. A decade and a half later, we can see that many gamers and game developers from across the global south have taken up this challenge, contributing to game cultures and creating games that respond to the obstacles and affordances of their particular geographical, socioeconomic, political and cultural contexts. Video Games and the Global South brings together perspectives from a range of disciplines, critical methodologies and theoretical approaches. Together, the 20 contributing essays advance the critical methodology for analyzing the relationship between games and culture, as well as historically contextualized insight into the cultural impact of video games and the development of games and game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia." (Publisher description)
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