UCM
Research/art/teacher profile of a person
Name and surname:
Mgr. Veronika Šašalová, PhD.
Email:
veronika.sasalova@ucm.sk
Homepage:
http://
Fakulta/Univerzita:
FMK UCM - Faculty of Mass Media Communication
Pracovisko:
KDH - Katedra digitálnych hier

I. - Basic information

I.1 - Surname
Šašalová
I.2 - Name
Veronika
I.3 - Degrees
Mgr., PhD.
I.4 - Year of birth
1997
I.5 - Name of the workplace
University of Ss. Cyril and Methodius in Trnava, Faculty of Mass Media Communication
I.6 - Address of the workplace
Námestie J. Herdu 577/2, 917 01 Trnava
I.7 - Position
Assistant Professor
I.8 - E-mail address
veronika.sasalova@ucm.sk
I.9 - Hyperlink to the entry of a person in the Register of university staff
https://www.portalvs.sk/regzam/detail/86121
I.10 - Name of the study field in which a person works at the university
Digital Game Theory
I.11 - ORCID iD
https://orcid.org/0000-0002-7090-6532

II. - Higher education and further qualification growth

II.1 - First degree of higher education
II.a - Name of the university or institution
Prague School of Creative Communication
II.b - Year
2020
II.c - Study field and programme
Creative Writing and Visual Arts
II.2 - Second degree of higher education
II.a - Name of the university or institution
Masaryk University, Brno
II.b - Year
2022
II.c - Study field and programme
Literature and Intercultural Communication
II.3 - Third degree of higher education
II.a - Name of the university or institution
University of Ss. Cyril and Methodius in Trnava
II.b - Year
2025
II.c - Study field and programme
Digital Game Theory
II.4 - Associate professor
II.5 - Professor
II.6 - Doctor of Science (DrSc.)

III. - Current and previous employment

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. - Development of pedagogical, professional, language, digital and other skills

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. - Overview of activities within the teaching career at the university

V.1 - Overview of the profile courses taught in the current academic year according to study programmes
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.2 - Overview of the responsibility for the delivery, development and quality assurance of the study programme or its part at the university in the current academic year
V.3 - Overview of the responsibility for the development and quality of the field of habilitation procedure and inaugural procedure in the current academic year
V.4 - Overview of supervised final theses
V.4.1 - Number of currently supervised theses
V.4.a - Bachelor's (first degree)
3
V.4.b - Diploma (second degree)
4
V.4.c - Dissertation (third degree)
V.4.2 - Number of defended theses
V.4.a - Bachelor's (first degree)
16
V.4.b - Diploma (second degree)
4
V.4.c - Dissertation (third degree)
V.5 - Overview of other courses taught in the current academic year according to study programmes
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

VI. - Overview of the research/artistic/other outputs

VI.1 - Overview of the research/artistic/other outputs and the corresponding citations
VI.1.1 - Number of the research/artistic/other outputs
VI.1.a - Overall
19
VI.1.b - Over the last six years
19
VI.1.2 - Number of the research/artistic/other outputs registered in the Web of Science or Scopus databases
VI.1.a - Overall
4
VI.1.b - Over the last six years
VI.1.3 - Number of citations corresponding to the research/artistic/other outputs
VI.1.a - Overall
7
VI.1.b - Over the last six years
7
VI.1.4 - Number of citations registered in the Web of Science or Scopus databases
VI.1.a - Overall
3
VI.1.b - Over the last six years
3
VI.1.5 - Number of invited lectures at the international, national level
VI.1.a - Overall
1
VI.1.b - Over the last six years
1
VI.2 - The most significant research/artistic/other outputs

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.

VI.3 - The most significant research/artistic/other outputs over the last six years

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.

VI.4 - The most significant citations corresponding to the research/artistic/other outputs

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.

VI.5 - Participation in conducting (leading) the most important research projects or art projects over the last six years

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’.

VII. - Overview of organizational experience related to higher education and research/artistic/other activities

VIII. - Overview of international mobilities and visits oriented on education and research/artistic/other activities in the given field of study

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

IX. - Other relevant facts

IX.a - If relevant, other activities related to higher education or research/artistic/other activities are mentioned

Member of technical editorial team within the university journal Acta Ludologica

Guest Editor for special issue of journal Lion (Univerzita Komenského v Bratislave)

Date of last update
2026-05-26