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Gaming, Video Games
16
Media Use: Children
7
Digital & Social Media Use, Internet Use
6
Media Use: Youth
6
Violence in the Media: Video Games
5
Media Literacy: Gaming
5
Digital & Social Media Use: Children
4
Child Protection, Protection of Minors
4
Violence in the Media: Effects on Children
4
Virtual Reality
4
Television Consumption, Televison Use, Television Audiences
3
Media Reception & Effects: Children
3
Violence in the Media: Reception & Effects
3
Educational Games, Serious Games
3
Media & Information Literacy
3
Radicalisation: Influence of Media
3
Media Psychology, Communication Psychology
3
Advertising
2
Audiences & Users
2
Digital & Social Media Use: Youth
2
Media Socialisation, Media Biographies, Media Life Journeys
2
Media Use: Families
2
Mobile Phone Use
2
Children and Media
2
Extremist & Terrorist Digital / Social Media Presence
2
Gaming: Youth
2
Entertainment Education, Edutainment
2
Countering Hate Speech, Disinformation & Propaganda
2
Game Industries, Game Production
2
Sexuality: Media Representation, Sexually Explicit Media Content, Pornography
2
News Reception
2
Cyberpsychology
2
Media Effects
2
Television Reception & Effects
2
Research Methods
2
Mobile Phones, Smartphones
2
Youth and Media
2
Youth Cultures, Youth Milieus, Youth Identities
2
Advertising Effects & Impact
1
Advertising Effects: Children
1
Advertising Literacy: Children
1
Children & Advertising
1
Advocacy
1
Film Audiences, Film Consumption
1
Television Use: Children
1
Media Use: Entertainment
1
Music Consumption & Use
1
Radio Consumption, Radio Use, Radio Audiences
1
Reading, Reading Habits, Reading Skills
1
Campaigning: Message Design
1
Children: Early Childhood, Toddlers, Preschoolers
1
Children's Media
1
Children's Rights
1
Children's Television Programmes
1
Gaming: Children
1
Girls and Media
1
Aesthetics in Film & Visual Communication
1
Awards & Prizes: Film Awards
1
Celebrities, Idols, Stars
1
Films
1
Storytelling
1
Small Arms
1
Extremist Recruitment through Media
1
Hate Speech, Hate Speech in Social Media
1
Violence in the Media
1
Violence in the Media: Effects on Youth
1
Religious Functions & Messages of Digital Media
1
Cybercultures
1
Fans, Fandom, Fan Cultures
1
Narratives, Narrative Structures
1
Edutainment Campaigns: Effects & Effectiveness
1
Cybercrimes
1
Digital Media, Internet & Religion
1
Digital Media Research, Digital Communication Research
1
Digital Research Methods
1
Internet
1
Social Media in Political Communication
1
Online Learning, E-Learning
1
Racism in Communication & Media
1
Economics of Media
1
Media Industries
1
Entertainment Media Industries & Markets
1
Energy Supply, Electricity
1
Education and Communication / Media
1
Education (General)
1
Educational Television
1
Interactive Audio Learning, Interactive Digital Learning, Interactive Radio Instruction
1
Media Didactics, Media Use in Education
1
Entertainment and Media / Communication
1
Addiction to Media & Video Games, Effects of Media on Mental Health
1
Infotainment, Politainment
1
Television Entertainment: Audiences
1
Climate Change Communication, Climate Journalism
1
Ethics in Media & Communication
1
Image Ethics, Ethics in Photojournalism
1
Morals
1
Gender-Based Harassment, Intimidation & Violence
1
Gender Media Studies & Feminist Communication Research
1
Gender Norms & Roles
1
Gender Relations
1
Gender Representation & Stereotypes in the Media
1
Sexuality
1
Food / Nutrition Communication & Media Representation
1
Cross-Cultural Analysis
1
Television News
1
Death & Grief: Reporting & Media Representation
1
Language
1
Media & Communication Policies
1
Music Videos
1
Right-Wing Extremism
1
Emotions in the Media, Emotional Functions & Messages of Media
1
Media Effects Research
1
Persuasive Communication
1
Behaviour
1
Perception, Cognition & Comprehension
1
Personality
1
Judaism and Communication
1
Religion in Entertainment Programmes (Religiotainment)
1
Religious Communication Research
1
Assassination
1
SMS
1
Television
1
Cable Television
1
Youth & Digital Media
1
Language
Document type
Countries / Regions
Authors & Publishers
Media focus
Publication Years
Methods applied
Journals
Output Type

Gaming in Africa

GeoPoll (2024), 30 slides
"GeoPoll’s latest report, “Gaming in Africa,” provides a detailed exploration of the burgeoning gaming scene across Egypt, Kenya, Nigeria, and South Africa. Drawing from the perspectives of more than 2,500 gamers, this report shines a light on the habits, preferences, and challenges of the Afr ... more
"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

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

Informe ejecutivo del estudio Infancia y medios audiovisuales: Apropiación, usos y actitudes

Bogotá: Comisión de Regulación de Comunicaciones (CRCOM) (2021), 71 pp.

Rechte Ego-Shooter: Von der virtuellen Hetze zum Livestream-Attentat

Bonn: Bundeszentrale für politische Bildung (bpb), Sonderausg. (2020), 208 pp.
"Rechtsextremistisch, antisemitisch oder rassistisch motivierten Anschlägen fielen seit 2019 in Neuseeland, den USA, Norwegen und Deutschland 86 Menschen zu Opfer. Die Täter verbindet nicht nur ihr Hass, sondern ebenso ihre Radikalisierung im Internet. Sie alle fanden zuvor in einschlägigen Foren ... more
"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-f ... more

Our Lives Online: Use of Social Media by Children and Adolescents in East Asia. Opportunities, Risks and Harms

Bangkok: UNICEF East Asia and Pacific Regional Office;Centre for Justice and Crime Prevention (2020), 68 pp.
"This study is a snapshot of children’s use of social media in East Asia, focusing on four countries: Cambodia, Indonesia, Malaysia and Thailand. The research incorporates the experiences of 301 children across the four countries, including 121 street children and refugees, collected through a ser ... more
"This article makes an exploratory contribution to the theoretical foundations of the study of gaming in radicalization research. It is argued that both top-down and bottom up gamification have already impacted extremist discourse and potentially radicalization processes but that research on gamific ... more
"This research project contributes to the CVE (countering violent extremism) literature by studying narratives as tools of reflections on self-identity designed intentionally within gaming exercises to help contextualize and account for as much environmental complexity as possible. This paper provid ... more
"This book explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world’s leading cyberpsychology experts. The book covers a broad range of topics spanning the key areas of research interest in this emerging field of enquiry and will b ... more
"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 ... more
"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)

The Routledge Companion to Digital Consumption

London; New York: Routledge, paperback ed. (2018), xviii, 438 pp.
"Adopting emerging technologies easily, spending a large proportion of time online and multitasking are signs of the increasingly digital nature of our everyday lives. Yet consumer research is just beginning to emerge on how this affects basic human and consumer behaviours such as attention, learnin ... more

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 ... more
"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 ... more
"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 ... more

Entertainment Media Use in the Middle East: A Six-Nation Survey

Qatar: Northwestern University in Qatar (2014), 122 pp.
"Entertainment Media Use in the Middle East is the result of survey research in six Arab nations involving more than 6,000 face-to-face interviews in nationally representative samples—citizens and expatriates alike—and conducted in Arabic, English and French. The result is a portrait of how peop ... more