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Name and surname:
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Mgr. Veronika Šašalová, PhD. | |
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Email:
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veronika.sasalova@ucm.sk | |
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Homepage:
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http:// | |
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Fakulta/Univerzita:
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FMK UCM
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Faculty of Mass Media Communication
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Pracovisko:
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KDH
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Katedra digitálnych hier
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| III.a - Occupation-position | III.b - Institution | III.c - Duration |
|---|---|---|
| Assistant professor | University of Ss. Cyril and Methodius in Trnava, Faculty of Mass Media Communication | Since 06.10.2025 |
| IV.a - Activity description, course name, other | IV.b - Name of the institution | IV.c - Year |
|---|---|---|
| Male gaze versus female gaze in film and television: Myths and reality | UCM | 2026 |
| New generation leadership | PCDS | 2025 |
| Depolarization: How to bridge divided communities | PCDS | 2025 |
| Using neurolab in digital games | EÚ NextGenerationEU | 2025 |
| V.1.a - Name of the profile course | V.1.b - Study programme | V.1.c - Degree | V.1.d - Field of study |
|---|---|---|---|
| media theory | TEDI | I. | Media and Communication Studies |
| V.5.a - Name of the course | V.5.b - Study programme | V.5.c - Degree | V.5.d - Field of study |
|---|---|---|---|
| cultural contexts of digital games | TEDI | I. | Media and Communication Studies |
| Creating stories in games | TEDI | II. | Media and Communication Studies |
| Independent Digital Games I. and II. | TEDI | II. | Media and Communication Studies |
| media education and digital games | TEDI | I. | Media and Communication Studies |
| Diploma seminar | TEDI | II. | Media and Communication Studies |
Šašalová, V., & Radošinská, J. (2025). Écriture féminine in digital games: Feminine writing and female voice in Gris. European Journal of Media, Art and Photography, 13(1), 110–117.
Šašalová, V., & Macák, M. (2025). Digital games as a tool for gender education: The position of educational games and independent works in the gaming market. Communication Today, 16(1), 22–35.
Francistyová, B., & Šašalová, V. (2024). 'I'm Born Nxde, and You Are the Pervert'. European Journal of East Asian Studies, 23, 245–270.
Šašalová, V. (2025). Girlhood games: Gender, identity, and coming of age in video games [Review of the book Girlhood games: Gender, identity, and coming of age in video games, by S. Harkin]. Acta Ludologica, 8(2), 148–150.
Šašalová, V. (2023). Problematika herného monetizačného systému gača v kontexte zobrazovania ženských postáv [Problems of the gacha game monetization system in the context of the portrait of female characters]. Analýza a výskum v marketingovej komunikácii, 10(1), 38–47.
Šašalová, V., & Radošinská, J. (2025). Écriture féminine in digital games: Feminine writing and female voice in Gris. European Journal of Media, Art and Photography, 13(1), 110–117.
Šašalová, V., & Macák, M. (2025). Digital games as a tool for gender education: The position of educational games and independent works in the gaming market. Communication Today, 16(1), 22–35.
Francistyová, B., & Šašalová, V. (2024). 'I'm Born Nxde, and You Are the Pervert'. European Journal of East Asian Studies, 23, 245–270.
Šašalová, V. (2025). Girlhood games: Gender, identity, and coming of age in video games [Review of the book Girlhood games: Gender, identity, and coming of age in video games, by S. Harkin]. Acta Ludologica, 8(2), 148–150.
Šašalová, V. (2023). Problematika herného monetizačného systému gača v kontexte zobrazovania ženských postáv [Problems of the gacha game monetization system in the context of the portrait of female characters]. Analýza a výskum v marketingovej komunikácii, 10(1), 38–47.
2024 [01] Money in Digital Assets / Khan, Jashim; Belk, Russell. DOI 10.4324/9781003425021-2. In: Digital Currency and Consumption: The Meaning of Money in an Era of Digital Currency. Abingdon: Routledge, 2024, s. 15-41. ISBN 978-1-032-54461-8. Scopus
2025 [01] The Collector's Dilemma: Navigating pleasure and pain in brand communities amidst speculating behavior / Hass, Danielle; Jahari, Siti Aqilah; Hass, Ashley; Tanner, Emily. DOI 10.1016/j.jbusres.2025.115496. In: Journal of Business Research. ISSN 01482963. Roč. 198 (2025). Scopus
2025 [02] RADOŠINSKÁ, J.; KVETANOVÁ, Z.; VIŠŇOVSKÝ, J.; BRNÍK, A. Environmental topics in globalized cinema: social meanings in WALL-E, Avatar and Interstellar. In: European realities - sustainability: conference proceedings 6th international scientific Conference. Osijek: Academy of Arts and Culture in Osijek, 2025, s. 480-495. ISBN 978-953-8181-93-1.
2025 [02] PRAVDOVÁ, H.; MAGO, Z.; KABÁT, M. Monetisation and Innovation Potential in Digital Games. Praha: Wolters Kluwer, 2025. ISBN 978-80-286-0400-4. s. 183.
2023 [02] PRAVDOVÁ, H., RADOŠINSKÁ, J., MAGO, Z. Monetization in Creative Industries: Culture, Media, Digital Games. Praha: Wolters Kluwer, 2023. ISBN 978-80-7676-857-4. s. 210.
APVV-21-0115 entitled: Hypermodern Media Culture – Film and Television Production as a Mirror of 21st-Century Socio-Cultural Phenomena
VEGA No. 1/0489/23 entitled: Innovative Model of Monetization of Digital Games in the Sphere of Creative Industries.
VEGA, No. 1/0458/21 entitled: Marketing communication of the business entity on social media as a prerequisite for the development of „groundswell" activities.
FPPV-38-2026 named: Applying interpretive practices to independent game creation: A feminist and contextual studies perspective – case studies
APVV – 24-0556, titled ‘Media participation strategies to increase digital resilience of the prosumer generation’.
| VIII.a - Name of the institution | VIII.b - Address of the institution | VIII.c - Duration (indicate the duration of stay) | VIII.d - Mobility scheme, employment contract, other (describe) |
|---|---|---|---|
| Charles University | Prague | 3.3.2025 - 3.4.2025 | CEEPUS |
Member of technical editorial team within the university journal Acta Ludologica
Guest Editor for special issue of journal Lion (Univerzita Komenského v Bratislave)