The International Journal of Games and Social Impact has opened a call for papers for a special issue exploring how games, gamification and playable media can strengthen media literacy and critical citizenship.
The issue, Vol. 5, No. 4, titled “Games, Gamification, Media Literacy and Transformation in Educational Contexts,” responds to growing concern over polarisation, algorithm-driven information and disinformation. While game-based approaches show promise for teaching people to engage critically with media, the editors note that evidence remains fragmented: game elements can encourage critical thinking in some settings and undermine it in others.
The journal invites theoretical, empirical and design-oriented contributions examining how, why and for whom these approaches work across formal, non-formal and informal learning. Suggested topics include news and digital literacy, countering disinformation, co-creation with students and educators, teacher training, and inclusive design for children, older adults, people with disabilities and other groups vulnerable to information disorders.
The special issue is guest-edited by Ana Filipa Oliveira (Universidade Lusófona, CICANT), Marisa Mourão (Universidade de Trás-os-Montes e Alto Douro, CICANT), João Léste (PUC-Rio, LINC-Design) and Bieke Zaman (KU Leuven) and is supported by the NewsArcade@Classroom> - Seriously Play the News in the Classroom! (101186092).
Full articles of 6,000–8,000 words and short papers of 2,000–4,000 words are welcome, and all submissions will undergo double anonymous peer review. Abstracts are due by 20 November 2026, with full papers due by 28 February 2027 and publication expected in December 2027.
Read the full call for papers here: https://revistas.ulusofona.pt/index.php/ijgsi/announcement/view/263