ZeMKI Lab Media and Education Research Main Research Areas Digital Gaming Digital games are no longer a peripheral phenomenon in society. Computer and console games, as well as mobile games, are now an integral part of deeply mediatized lifeworlds across generations. As such they are are both carriers and accelerators of media change, serving as an interface between media industries, technologies, cultures, and practices. This makes them an ideal case to analyze contemporary societal and media-cultural transformation processes resulting from mediatization, digitization, and datafication. The research focus “Digital Gaming” suggests a holistic perspective that switches from the analysis of games to a broader notion and understanding of gaming in a deeply mediatized society. It goes beyond reducing games to mere playing, examining their placement and connection within digital media environments as gamevironments to research how our communicative practices and their contexts/situations transform through games, as well as how these games are reshaped through communicative practices. This positions computer games and gaming as a comprehensive subject in communication and media studies, demanding transmedia, diachronic, situational, and long-term transformative perspectives of (dis)empowerment and (in)equality. Journal GAMEVIRONMENTS Book Series “Routledge Critical Studies in Video Games and Culture” Cooperation with the International Academy for the Study of Gaming and Religion (IASGAR) Labs in the main research area „Digital Gaming“ Media and Education Media and Religion Media Change and Long-Term Transformation Processes Research projects in the main research area „Digital Gaming“ ActiveResearch project Communicative Figurations of Informal Learning in Digital Gaming (CoFi ILDG) With the rise of participatory media over the past decades, a ‘new culture of learning’ (Gee 2008; Thomas and Brown 2011) has been described, in which people develop expertise in domains outside formal education, vocational training or structured apprenticeships. Ito et al. (2009: 17) coined the term ‘geeking out’ for media-rich informal learning processes, in (…) Lab Media and Education
ActiveResearch project Communicative Figurations of Informal Learning in Digital Gaming (CoFi ILDG) With the rise of participatory media over the past decades, a ‘new culture of learning’ (Gee 2008; Thomas and Brown 2011) has been described, in which people develop expertise in domains outside formal education, vocational training or structured apprenticeships. Ito et al. (2009: 17) coined the term ‘geeking out’ for media-rich informal learning processes, in (…) Lab Media and Education