Filter
83
Featured
Free Access
59
Key Guidance
1
Top Insights
2
Topics
Gaming, Video Games
54
Educational Games, Serious Games
29
Gaming: Uses & Effects
21
Media Literacy: Gaming
10
Storytelling
7
Violence in the Media: Video Games
7
Entertainment Education, Edutainment
7
Collective Memory & Media, Media Representation of History
6
Gaming: Children
5
Media Use: Youth
4
Religious Functions & Messages of Digital Media
4
Popular Cultures
4
Virtual Reality
4
Countering Hate Speech, Disinformation & Propaganda
4
Game Industries, Game Production
4
Child Protection, Protection of Minors
3
Gaming: Youth
3
Popular Religious Cultures & Practices
3
Death & Grief: Reporting & Media Representation
3
Media Use: Children
2
Public Diplomacy, Cultural Diplomacy
2
Extremist Recruitment through Media
2
Interactive Media
2
Entertainment Media Industries & Markets
2
Civic Education: Use & Role of Media
2
Religious Education: Use & Role of Media
2
Games
2
Addiction to Media & Video Games, Effects of Media on Mental Health
2
Climate Change Communication, Climate Journalism
2
Mental Health (General)
2
Nazism
2
Radicalisation: Influence of Media
2
Religion in Entertainment Programmes (Religiotainment)
2
Civic Engagement, Citizen Participation, Civil Society & Digital Communication
1
Audiences & Users
1
Digital & Social Media Use: Children
1
Digital & Social Media Use: Youth
1
Mobile Phone Use
1
Television Consumption, Televison Use, Television Audiences
1
E-Books & Digital Book Publishing
1
Campaigning: Message Design
1
Animated Cartoons, Animated Films
1
Violence in the Media: Effects on Children
1
Adventist Church
1
Christian Ethics
1
Christianity: Media Representation & Reporting
1
Aesthetics in Film & Visual Communication
1
Film & Gender
1
Historical Films
1
Viral Spots & Viral Online Communication
1
Conflict-Sensitive Digital Technology Use & Social Media in Prevention & Transformation
1
Extremist & Terrorist Digital / Social Media Presence
1
Trauma, Coping with Trauma, Trauma Therapy
1
Trauma: Media Representation & Reporting
1
Violence in the Media: Reception & Effects
1
Violence in the Media: Effects on Youth
1
Countering Misinformation & Rumours
1
Fans, Fandom, Fan Cultures
1
Narratives, Narrative Structures
1
Philosophy
1
Edutainment Campaigns: Effects & Effectiveness
1
Digital Media, Internet & Religion
1
Digital Research Methods
1
Indigenous Digital & Social Media Communication
1
Social Media in Political Communication
1
Web Entertainment Series
1
TikTok
1
Twitch (Video Games Live-Streaming Platform)
1
Digitalization, Digital Transformation
1
ICT Sector Personnel / Professionals
1
Racism in Social Media & Digital Communication
1
Health Disinformation & Misinformation
1
Media Literacy: Disinformation, Fake News, Hate Speech
1
Economics of Media
1
Energy Supply, Electricity
1
Labour, Labour Markets, Labour Laws, Working Conditions
1
Education (General)
1
Ethical Learning: Use & Role of Media
1
Instructional Media & Teaching Materials
1
Digital Educational Materials
1
Literacy, Literacy Campaigns, Postliteracy, Alphabetisation Policies
1
Gaming: Ethical Issues
1
Television Entertainment, Television Entertainment Programmes
1
Ethics (General)
1
Sexuality: Media Representation, Sexually Explicit Media Content, Pornography
1
Gender Media Studies & Feminist Communication Research
1
Gender Relations
1
Vaccination Campaigns & Vaccine Hesitancy
1
Colonialism
1
Foreign Policies
1
Islam: Media Representation & Reporting
1
Judaism: Media Representation & Reporting
1
People with Disabilities: Tailored ICT & Media Products
1
Civic Engagement, Citizen & Community Participation
1
Right-Wing Extremism
1
Democratization
1
Media Psychology, Communication Psychology
1
Persuasive Communication
1
Archetypes
1
Hinduism and Communication
1
Antisemitism
1
Judaism and Communication
1
Mythology
1
Religious Communication Research
1
Spirituality
1
Youth & Religious Communication
1
Research Methods
1
Reality & Communication, Truth & Media
1
Social Justice
1
Inequalities
1
Youth Cultures, Youth Milieus, Youth Identities
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type
Wer will ich sein? Ethisches Lernen an TV- und Videospielserien sowie Let's Plays
Marburg: Schüren (2020), 377 pp.
History in Games: Contingencies of an Authentic Past
Bielefeld: transcript Verlag (2020), 280 pp.
"Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient A
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Video Games and the Global South
Pittsburgh, PA: Carnegie Mellon University; ETC Press (2019), viii, 290 pp.
"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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The Playful Citizen: Civic Engagement in a Mediatized Culture
Amsterdam: Amsterdam University Press (2019), 431 pp.
"From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new for
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Videojuegos: Los dos lados de la pantalla
Fundación Telefónica (2019), 47 pp.
"Esta guía está dirigida a todas las personas interesadas en profundizar y conocer un poco más la exposición 'Videojuegos. Los dos lados de la pantalla'. Con este documento hemos planteado diversas cuestiones, seleccionado algunas piezas y proponemos actividades para poder realizar antes o despu
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Bildung neu gestalten mit Games
Berlin: Stiftung Digitale Spielekultur (2019), 83 pp.
Computerspiele: Basisinformationen und praktische Tipps zum pädagogischen Umgang
Key Guidance
Bonn: Bundeszentrale für politische Bildung (bpb), 3., vollst. überarb. Aufl. (2018), 23 pp.
What’s the Problem in Problem Gaming? Nordic Research Perspectives
Göteborg: Nordicom (2018), 123 pp.
"By publishing this anthology, we would like to help steer the research agenda away from ‘videogame addiction’ as a psychological pathology ascribed to the individual and towards a situated understanding of problem gaming as something that takes place between people in the socio-cultural context
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Methods for Studying Video Games and Religion
London; New York: Routledge (2018), xviii, 221 pp.
Unbeatable? Debates and Divides in Gender and Video Game Research
Communication Research Trends, volume 37, issue 3 (2018), pp. 4-29
"In this review essay, I will chart the history of video game technology, the emergence of game studies as a field, provide an overview of the key aspects of gender and video game research, and highlight key debates in gender and video games research." (Page 5)
Guide to developing digital games for early grade literacy for developing countries
Quezon City; Washington DC: Foundation for Information Technology Education and Development; World Vision (2018), 43 pp.
Games and Bereavement: How Video Games Represent Attachment, Loss, and Grief
Bielefeld: transcript (2018), 273 pp.
"How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficu
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Mobile Gaming in Asia: Politics, Culture and Emerging Technologies
Dordrecht: Springer (2017), vi, 247 pp.
"This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry - a localized mobile landscape, with particular reference to young Asians' engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but als
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Spielend lernen! Computerspiele(n) in Schule und Unterricht
Düsseldorf; München: kopaed (2017), 198 pp.
"Computerspiele sind Kulturgut. Sie sind etablierte und treibende Kraft gesellschaftlicher Transformationsprozesse in der Freizeitgestaltung und des Medienkonsums zu Unterhaltungszwecken. Aber lassen sich gerade in kommerziellen Spielen – sogenannten off-the-shelf games – auch Bildungspotenziale
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Storytelling for Interactive Digital Media and Video Games
Boca Raton, Fl.: CRC Press, Taylor & Francis (2017), xv, 280 pp.
"This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters,
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Experiencias de gamificación en aulas
Barcelona: Universitat Autònoma de Barcelona (2017), 125 pp.
"Experiencias de gamificación en el aula" es el segundo libro de está temática que está organizado por investigadores del Observatorio de Comunicación, Videojuegos y Entretenimiento del Instituto de la Comunicación de la Universidad Autónoma de Barcelona (InCom-UAB) y de la Universidad de Vic
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Metagame: Panoramas dos Game Studies no Brasil
São Paulo: Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação (2017), 308 pp.
"Este volume consiste em uma seleção de artigos que versam sobre questões contemporâneas dos estudos de jogos eletrônicos – game studies – e sobre sua inevitável interseção junto ao campo da Comunicação. Nela estão presentes trabalhos apresentados na primeira edição do GP de Games d
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Klimaschutz als Medienwirkung: Eine kommunikationswissenschaftliche Studie zur Konzeption, Rezeption und Wirkung eines Online-Spiels zum Stromsparen
Ilmenau: Universitätsverlag Ilmenau (2016), 276 pp.
"Aus der Perspektive der Rezeptions- und Wirkungsforschung stellt sich die Frage, wie mediale Kommunikation dazu beitragen kann, dass Menschen klimabewusster handeln. Die bisherigen Ergebnisse zeigen, dass viele der typischen Darstellungsformen des Klimawandels - wie Katastrophenbilder - eher kontra
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Video Games Around the World
Top Insights
Cambridge, Mass.; London: MIT Press (2015), xiv, 697 pp.
"Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and cultur
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