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

I. - Basic information

I.1 - Surname
Mago
I.2 - Name
Zdenko
I.3 - Degrees
assoc. prof. Mgr. PhD.
I.4 - Year of birth
1987
I.5 - Name of the workplace
Faculty of Mass Media Communication
I.6 - Address of the workplace
Nám. J. Herdu 2, 917 01 Trnava
I.7 - Position
associate professor
I.8 - E-mail address
zdenko.mago@ucm.sk
I.9 - Hyperlink to the entry of a person in the Register of university staff
https://www.portalvs.sk/regzam/detail/24656
I.10 - Name of the study field in which a person works at the university
Media and communication studies
I.11 - ORCID iD
0000-0001-5182-4016

II. - Higher education and further qualification growth

II.1 - First degree of higher education
II.a - Name of the university or institution
Faculty of Art, Constantine the Philosopher University in Nitra
II.b - Year
2010
II.c - Study field and programme
mass media studies; marketing communication
II.2 - Second degree of higher education
II.a - Name of the university or institution
Faculty of Art, Constantine the Philosopher University in Nitra
II.b - Year
2012
II.c - Study field and programme
mass media studies; marketing communication
II.3 - Third degree of higher education
II.a - Name of the university or institution
Faculty of Art, Constantine the Philosopher University in Nitra
II.b - Year
2015
II.c - Study field and programme
mass media studies; marketing communication
II.4 - Associate professor
II.a - Name of the university or institution
Faculty of Art, Constantine the Philosopher University in Nitra
II.b - Year
2024
II.c - Study field and programme
mass media studies
II.5 - Professor
II.6 - Doctor of Science (DrSc.)

III. - Current and previous employment

III.a - Occupation-position III.b - Institution III.c - Duration
university teacher / associate professor Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 21.09.2015 – present

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
Urkund anti-plagiarism interface training Albertina icome Bratislava, s.r.o. 2020
Workshop LEARN TO COACH Pixel Federation, s.r.o. 2021
ESOL International certificate, English (Listening, Reading, Writing) (Communicator B2) LanguageCert 2021
ESOL International certificate, English (Speaking) (Communicator B2) LanguageCert 2021
DiGi YOUTH - interactive educational seminar focused on innovations in the field of digital youth education Európsky Dialóg, o.z. 2022
scite_: Going beyond citation counts Albertina icome Praha s.r.o. / Albertina icome Bratislava s.r.o. 2023
AI in Research (Redemption of a Frustrated Scientist) + Cite like a Master FMK UCM in Trnava 2023
Google AI Essentials Google / Coursera 2024

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
Introduction to digital games studies theory of digital games bachelor media and communication studies
Marketing of digital games theory of digital games bachelor media and communication studies
Marketing communication of digital games theory of digital games master media and communication studies
Creativity in processing digital games theory of digital games master media and communication studies
Game mechanics theory of digital games bachelor media and communication studies
Typological characteristics of the digital games audience theory of digital games PhD 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.2.a - Name of the study programme V.2.b - Degree V.2.c - Field of study
theory of digital games bachelor media and communication studies
theory of digital games master media and communication studies
theory of digital games PhD. media and communication studies
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)
4
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)
48
V.4.b - Diploma (second degree)
31
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
Interactive communications for children and youth I. applied media studies master media and communication studies
Interactive communications for children and youth II. applied media studies master media and communication studies
Professional practice theory of digital games bachelor media and communication studies
Final thesis seminar I. theory of digital games bachelor media and communication studies
Pre-diploma practice theory of digital games master media and communication studies
Production and post-production processes I. theory of digital games master media and communication studies
Production and post-production processes II. theory of digital games master media and communication studies
Narrative design theory of digital games bachelor 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
74
VI.1.b - Over the last six years
26
VI.1.2 - Number of the research/artistic/other outputs registered in the Web of Science or Scopus databases
VI.1.a - Overall
16
VI.1.b - Over the last six years
5
VI.1.3 - Number of citations corresponding to the research/artistic/other outputs
VI.1.a - Overall
114
VI.1.b - Over the last six years
91
VI.1.4 - Number of citations registered in the Web of Science or Scopus databases
VI.1.a - Overall
29
VI.1.b - Over the last six years
21
VI.1.5 - Number of invited lectures at the international, national level
VI.1.a - Overall
7
VI.1.b - Over the last six years
4
VI.2 - The most significant research/artistic/other outputs

ADN

Fake-Vertising and Mobile Games: Case Study of ‘Pull the Pin’ Ads / Zdenko Mago, 2020. In: Communication Today. - ISSN 1338-130X, Vol. 11, no. 2 (2020), pp. 132-147.

V1

Monetization in Creative Industries: Culture, Media, Digital Games / Hana Pravdová, Jana Radošinská, Zdenko Mago. - 1. ed. - Praha : Wolters Kluwer, 2023. - 218 p.; 21 cm. - ISBN 978-80-7676-857-4.

V3 (ADN)

Perception of the Higher Education in Digital Games by Slovak High School Students / Katarína Fichnová, Zdenko Mago, Patrik Lenghart, 2022. In: Media Literacy and Academic Research. - ISSN 2585-8726, Vol. 5, No. 2 (2022), pp. 95-109.

V3 (ADM)

Learning by Playing: A Case Study of the Education in Photography by Digital Games / Zdenko Mago ... [et al.], 2023. In: Journal of education culture and society = JECS = JECS. - ISSN 2081-1640, Vol. 14, No. 1 (2023), pp. 465-479.

V3 (ADM)

Fans on the silver screen: Portrayals of fandom in the Marvel Cinematic Universe / Jana Radošinská, Zdenko Mago, 2023. - DOI DOI 10.1111/jpcu.13270. In: Journal of popular culture. - ISSN 0022-3840, Vol. 56, No. 3-4 (2023), pp. 731-741.

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

ADN

Fake-Vertising and Mobile Games: Case Study of ‘Pull the Pin’ Ads / Zdenko Mago, 2020. In: Communication Today. - ISSN 1338-130X, Vol. 11, no. 2 (2020), pp. 132-147.

V3 (ADN)

Perception of the Higher Education in Digital Games by Slovak High School Students / Katarína Fichnová, Zdenko Mago, Patrik Lenghart, 2022. In: Media Literacy and Academic Research. - ISSN 2585-8726, Vol. 5, No. 2 (2022), pp. 95-109.

V3 (ADM)

Learning by Playing: A Case Study of the Education in Photography by Digital Games / Zdenko Mago ... [et al.], 2023. In: Journal of education culture and society = JECS = JECS. - ISSN 2081-1640, Vol. 14, No. 1 (2023), pp. 465-479.

V1

Monetization in Creative Industries: Culture, Media, Digital Games / Hana Pravdová, Jana Radošinská, Zdenko Mago. - 1. ed. - Praha : Wolters Kluwer, 2023. - 218 p.; 21 cm. - ISBN 978-80-7676-857-4.

V3 (ADM)

Fans on the silver screen: Portrayals of fandom in the Marvel Cinematic Universe / Jana Radošinská, Zdenko Mago, 2023. - DOI DOI 10.1111/jpcu.13270. In: Journal of popular culture. - ISSN 0022-3840, Vol. 56, No. 3-4 (2023), pp. 731-741.

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

ADF

The Concept of Timelessness Applied to Advergames / Zdenko Mago, 2018. In: Acta Ludologica. - ISSN 2585-8599, Vol. 1, No. 2 (2018), p. 18-33.

CITATIONS:


2024  [02] JUKIĆ, Dinko. The Phenomenon of Trophics in Digital Games. In: Acta Ludologica. 2024, 7(1), s. 50-71.


2023  [01] JUKIĆ, Dinko. Educational Values in Digital Games. In: Media Literacy and Academic Research. 2023, 6(2), s. 157-175. WoS


2023  [02] KUSÁ, A., et al. The Impact of Visual Product Communication on Customers' Irrational Buying Behaviour. In: Ejmap. 2023, 11(2), s. 106-115. ISSN 1339-4940.


2023  [02] Da Silva Carneiro, Jordana. Do Arcade ao Metaverso: Jogos Eletronicos Como Mídia Publicitária. In: XIV Encontronacional de História da Mídia. 2023. ISSN 2175-6945.


2023  [02] JUKIĆ, D. Educational and marketing values of the digital hero. In: Quo Vadis 2023. Trnava: FMK UCM, 2023, s. 381. ISBN 978-80-572-0330-8.


2022  [01] NAGYOVÁ, N., BEDNÁRIK, J. Position of Corporate Responsibility in a Corporate Design. In: Ejmap. 2022, 10(2), pp. 110-119. WoS


2022  [02] HANBAZAZAH, A., REEVE, C., ABULJADAIL, M. Influence of Advergames on Brand Outcomes and Cross-Cultural Consumer Behaviour. In: International Business research. 2022, 15(8), s. 1-8. ISSN 1913-9004.


2022  [02] JUKIČ, D. Why Do We Play Digital Games? Anthropological-philosophical-pedagogical Aspects. In: Acta Ludologica. 2022, roč. 5, č. 2, s. 30-56.


2022  [02] JUKIĆ, D. Marketing Semiotics in Digital Games: Myth's Analysis in The Walking Dead and Heavy Rain. In: Acta Ludologica. 2021, 4(2), s. 4-30.


2021  [3] TURAFY, A. Designing Advergames For Awareness Campaigns: An Engaging Tool. In: Journal of Architecture, Arts and Humanistic Sciences. 2021, 6(27), pp. 660-687. ISSN 2356-9654.


2020  [4] JUKIĆ, Dinko. To Brand or Not to Brand: The Perception of Brand Image in the Digital Games Industry. In: Acta Ludologica. 2020, 3(2), s. 22-34.


2020  [2] KVETANOVÁ, Z., RADOŠINSKÁ, J. Expressions of Postmodernism Within the Dimension of Digital Games. In: Ejmap. 2020, 8(1), s. 84-95. ISSN 1339-4940. WoS


2020  [2] RADOŠINSKÁ, J., KVETANOVÁ, Z., VIŠŇOVSKÝ, J. To thrive means to entertain: the nature of today's media industries. In: Communication Today. 2020, 11(1), s. 4-21. ISSN 1338-130X. WoS


2019  [2] ROKOŠNÝ, Ivan. Genres vs. tags: problems with taxonomy of digital games. In: Megatrends and Media: Digital Universe [online]. Trnava: FMK UCM, 2019, s. 447. ISBN 978-80-572-0015-4. WoS

ADF

Easter Eggs in Digital Games as a Form of Textual Transcendence (Case Study) / Zdenko Mago, 2019. In: Acta Ludologica. - ISSN 2585-8599, Vol. 2, No. 2 (2019), p. 48-57.

CITATIONS:


2024  [02] KEPKA, P.; STRZELECKI, A. Exploring the Factors Influencing Motivation and Satisfaction of Video Game Players. In: Journal of Electronic Gaming and Esports. 2024,2, s. 1-14.


2024  [01] LOUCKX, Audrey. “Working some serious magic:” The transtextual use of Easter eggs in Disney+'s Chip'n Dale Rescue Rangers (2022). DOI 10.1111/jacc.13557. In: Journal of American Culture. – ISSN 15427331. – ISSN (online) 1542734X. – Roč. 47, č. 2 (2024), s. 131-142. Scopus


2023  [01] JUKIĆ, Dinko. Educational Values in Digital Games. In: Media Literacy and Academic Research. 2023, 6(2), s. 157-175. WoS


2023  [01] HABIŇÁK, A., HABIŇÁKOVÁ, E. Idiomatics and Their Semiotic Reflection in the Flow of Images and Words in Media. In: Ejmap. 2023, 11(1), s. 86-96. WoS


2023  [02] JUKIĆ, D. Educational and marketing values of the digital hero. In: Quo Vadis 2023. Trnava: FMK UCM, 2023, s. 381. ISBN 978-80-572-0330-8.


2022  [02] Pauk Jolanta, Śliwecki Bartosz, Hościło Bogdan, Sobolewski Andrzej, Garcia- Zapirain Soto Begoña, Romańczuk-Ruszuk Eliza, Dzięcioł-Anikiej Zofia: The concept of applying gamification in biomedical engineering, In: Advances in biomedical engineering. Oficyna Wydawnicza Politechniki Białostockiej, 2022. ISBN 978-83-67185-40-0, pp. 143-151.


2022  [02] JUKIĆ, D. Wind's howling: a brand in the digital world. In: Marketing Identity. Metaverse is the new universe. Trnava: FMK UCM, 2022, s. 125-133. ISBN 978-80-572-0297-4.


2022  [02] JUKIČ, D. Why Do We Play Digital Games? Anthropological-philosophical-pedagogical Aspects. In: Acta Ludologica. 2022, roč. 5, č. 2, s. 30-56.


2022  [02] SEO-HYUN, N., HYE-WON, H. A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games. In: Journal of Korea Game Society. 2022, 22(1), pp. 3-18.


2022  [02] ANGELÁKI, R.T. Laïkós politismós stin psiphiakí epokhí: paramíthia kai ilektroniká paígnia. In: syn-theses. 2022, č. 13. DOI: 10.26262/st.v0i13.9732.


2021  [02] THIEDE, N. Qualität bei der Lokalisierung von Viedospielen. Berlin: Frank & Timm, 2021. ISBN 978-3-7329-0793-9. s. 13.


2021  [02] FLAMMA, Adam. Zapozyczenie, easter egg i centonizacja - casus serii Wiedźmin. In: Homo Ludens. 2021, 1(14), s. 59-61. ISSN 2080-4555.


2021  [4] JUKIČ, D. Digital Game as an Artistic Mimesis and a Cult Brand. In: Megatrends and media: home officetainment. Trnava : FMK UCM, 2021, s. 528-543. ISBN 978-80-572-0183-0.


2020  [3] RADOŠINSKÁ, J., KVETANOVÁ, Z., RUSŇÁKOVÁ, L. Globalizovaný filmový priemysel. Praha: Wolters Kluwer, 2020. ISBN 978-80-7598-950-5. s. 269.


2020  [3] ŠVELCH, Jan. Paratextuality in Game Studies: A Theoretical Review and Citation Analysis. In: Game studies. 2020, 20(2), s. 25. ISSN 1604-7982.


2020  [4] MACÁK, Miroslav. Vývoj trendu "game as a service" a jeho vplyv na japonskú digitálno-hernú sféru. In: Megatrendy a médiá 2020: On the Edge. Trnava: FMK UCM, 2020, s. 193-206. ISBN 978-80-572-0063-5.

ADE

The Use of Computer Games for Promotional Purposes / Zdenko Mago, Peter Mikuláš, 2013. In: Journalism and Mass Communication. - ISSN 2160-6579, Vol. 3, No. 1 (2013), pp. 48-57.

CITATIONS:

2023  [02] AKGOL, Oguzcan. Developing risks in the context of content and generation differences in digital games: a review on the concept of game literacy in Turkey. In: Ankara universitesi sosyal bilimler dergisi. 2023, 14(2), s. 137-159.

2021 [1] Ming-Tak Chew, M., Wang, Y. How propagames work as a part of digital authoritarianism: an analysis of a popular Chinese propagame. in: Media, Culture & Society. 2021, p. 1-18. Scopus

2014 [2] KOSZEMBAR-WIKLIK, M. Marketing comunication with generation Y - advertising, games and social networking. In: Marketing Identity: Explosion of Innovations. Trnava: FMK UCM, 2014, p. 301, 308. ISBN 978-80-8105-666-6. WoS

2013 [3] FICHNOVÁ, Katarína. Psychology of creativity for marketing communication. Noailles: Éditeur AAFS, 2013. ISBN 978-2-9536153-5-7. p. 92.

V3 Vedecký výstup publikačnej činnosti z časopisu

Learning by Playing: A Case Study of the Education in Photography by Digital Games / Zdenko Mago ... [et al.], 2023. - Kategória do roku 2021 ADM. In: Journal of education culture and society = JECS = JECS. - ISSN 2081-1640, Roč. 14, č. 1 (2023), s. 465-479 [online].

OHLASY:

2024  [02] PRONER, J.; KYSLER, A. Educational digital games in Slovakia: Overview of projects and their integration in education. In: ICERI 2024: 17th annual International Conference of Education, Research and Innovation. Valencia: IATED, 2024. ICERI Proceedings, ISSN 2340-1095. ISBN 978-84-09-63010-3, s. 3442-3450.

2024  [01] SCHINELLO, Salvatore. New media and communication in creative society: A systematic review of articles published between 2012 and 2024, indexed in Web of Science. In: CONNECTIST-ISTANBUL UNIVERSITY JOURNAL OF COMMUNICATION SCIENCES. 2024, 66, s. 93-117. ISSN 2636-8943. WoS

2024  [01] The Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adults / Chacón-Castro, Marcos; Rengifo, Jenny; Arias-Flores, Hugo; Jadán-Guerrero, Janio. DOI 10.1007/978-981-97-1552-7_24. In: Smart Innovation, Systems and Technologies. – 386. vyd., [s.l.] : [s.n.], 2024. – ISBN [9789819715510]. – ISSN 21903018. – ISSN (online) 21903026, s. 361-372. Scopus

2024  [01] Transition from outcome-based learning to global accreditation of top universities of India: Elevating the bar of educational excellence / Khatri, Bhanupriya; Nandini, Girija; Khan, Shad Ahmad. DOI 10.4018/979-8-3693-1698-6.ch019. In: Evaluating Global Accreditation Standards for Higher Education. 2024. – ISBN [9798369316993, 9798369316986], s. 278-292. Scopus

AFC

Tetris and Gamification in Marketing Communication / Zdenko Mago, 2015. - Contribution is indexed in Web of Science database. In: New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference Brno 2014 / edited by Tomáš Bártek, Ján Miškov, Jaroslav Švelch. - Brno : Masaryk University, 2015. - ISBN 978-80-210-8044-7, p. 91-107.

CITATIONS:


2020 [1] KUKUMBERGOVÁ, A., KABÁT, M. Is larp the answer to the gamification of events and education? A case study of the ongoing implementation of quests and coins to the core of the festival. In: Ad Alta. 2020, 10(2), p. 224-227. WoS


2017 [1] MAGAL, S., PETRANOVA, D. Innovations in Education Provision. In: International Conference on Advanced Education and Management Science AEMS 2017. Lancaster: DEStech, 2017, p. 14. ISBN 978-1-60595-438-7. WoS


2016 [3] WOJCIECHOWSKI, Ł.P. Ambient marketing + case studies in V4 countries. Kraków: Towarzystwo Słowaków w Polsce, 2016. ISBN 978-83-7490-953-2. p. 115, 142.

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

Erasmus+ KA220-HED - Cooperation partnerships in higher education: Learn to Play for the Future

Projekt time: 2024 – 2027

Project leader: Mgr. Magdaléna Švecocá, PhD.


Participation: a member of the research team

VEGA 1/0489/23: An innovative model of digital games monetization in the field of creative industries.

Project time: 2023 – 2025.

Project leader: prof. PhDr. Pravdová Hana, PhD.


Participation: a member of the research team

APVV-21-0115: Hypermodern Media Culture – Film and Television Production as Mirror of Sociocultural Phenomena of the 21st Century.

Project time: 2022 – 2026

Project leader: assoc. prof. PhDr. Jana Radošinská, PhD.


Participation: a member of the research team

KEGA 023UCM-4/2020: The development of digital game studies and design

Project time: 2020 – 2022

Project leader: Mgr. Zdenko Mago, PhD.


Participation: a project leader

KEGA 018UCM-4/2021: Art in mass media - ambient media

Project time: 2021 – 2022

Project leader: assoc. prof. Mgr. Lukasz P. Wojciechowski, PhD.


Participation: a project leader deputy

VEGA 1/0283/20: Synergy of the Media Industry Segments in the Context of Critical Political Economy of Media

Project time: 2020 – 2022

Project leader: assoc. prof. PhDr. Višňovský Ján, PhD.


Participation: a member of the research team

VEGA 1/0708/18: Aspects of Use of the SoLoMo Marketing Concept to Enhance Awareness of Eco-innovations

Projekt time: 2018 – 2020

Project leader: prof. Ing. Anna Zaušková, PhD.


Participation: a member of the research team

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

VII.a - Activity, position VII.b - Name of the institution, board VII.c - Duration
Editor-in-Chief of a scientific journal Acta Ludologica 2018 – present
a member of the domestic scientific association European Academy of Management, Marketing and Media 2012 - present
a member of the scientific committee of the Megatrends and Media conference Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava
a member of the organizing and program committee of the Marketing and Media Identity conference Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 2022 - present
a member of the scientific journal editorial office Dot.comm 2013 - present
a member of the scientific journal editorial office Analýza a výskum v marketingovej komunikácii 2013 - 2015
a member of the foreign scientific association Czech Marketing Association 2018
a member of the foreign scientific association Higher Education Video Game Alliance (HEVGA)
a member of the foreign scientific association Herní historie, z.s.
a member of the foreign scientific association Digital Games Research Association (DiGRA) 2021 - present
member of the Council for the theory of digital games study program Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 2021 - present
a member of the scientific committee of the Quo Vadis conference Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 2021 - present
a member of the scientific committee of the Student Scientific Professional and Artistic conference Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 2021 - present

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)
Institute of Communication Studies and Journalism, Faculty of Social Sciences, Charles University Smetanovo nábřeží 6, 110 01 Prague 1, Czech Republic 29.11.2021 - 03.12.2021 Erasmus+ Staff Mobility For Teaching
Business and Technology University 82, Ilia Chavchavadze Avenue, Tbilisi, Georgia 30.11.2021 - 3.12.2021 BTU International Teaching Week 2021
School of Digital Technologies, Tallinn University Narva rd 25, 10120 Tallinn, Estonia 11.10.-15.10.2022 Erasmus+ Staff Mobility For Training

IX. - Other relevant facts

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

Reviewing, assessing, and guaranteeing:

- a reviewer of contributions for the journals: Communication Today (ISSN1338-130X), Journal of Interactive Advertising (1525-2019), Dot.comm (ISSN 1339-5181), Art Communication & Popculture (ISSN 1339-9284), TransMissions: Journal of Film and Media Studies (ISSN 2451-5116), European Journal of Media, Art and Photography: EJMAP (ISSN 1339-4940), Social Network Analysis and Mining / Springer Nature (ISSN 1869-5469)

- a reviewer of the contribution for the international scientific conference CHI 2021, May 8-13, 2021, Online Virtual Conference (originally Yokohama, Japan); CHI Play 2024, Oct 14-17, 2024, Tampere, Finland; DiGRA 2025, Malta June 30-July 4, 2025

- a reviewer of abstracts for the international scientific conference Central and Eastern European Game Studies 2019, 2022, 2023, 2024

- assessing and guaranteeing projects of the Art Support Fund (FPU) 2018-2023

Invited lectures and other mobility:

- January 13-21, 2018 – visiting researcher at Ritsumeikan University in Kyoto, Japan

- an invited lecture "Advergaming", October 7, 2016, Tomas Bata University in Zlín, Czech Republic

- an invited lecture "Possibilities of human rights education through an electronic textbook", June 18, 2018, Methodological and pedagogical center, Nitra

- an invited workshop "Digital games and human rights", March 9, 2018, Matej Bel University, Banská Bystrica

- an invited lecture "Reflection of Marvel's Spider-Man games in the context of current and future media trends", September 18, 2021, Comics Salone 2021, Bratislava

- an invited participation in the panel discussion "(futu)virtue: Virtual reality and neuromarketing", November 8, 2021, e-MOTION: The power of neuromarketing, emotions and virtual reality, Bratislava

- October 20, 2023 - an invited plenary speech entitled "Evolution of Easter Eggs: How Digital Games Shaped the Universal Language of Popular Culture", Game and Language Conference, October 20-21, 2023, Debrecen, Hungary

- May 7, 2024 - an invited lecture "Current Trends in Marketing Communication and Monetization of Digital Games", a professional seminar of the Club of Marketing Teachers of the Czech Marketing Society on the topic "Marketing and Communication in the Contemporary Electronic World", May 7, 2024, Prague, Czech Republic

Conferences, projects, and events:

- organizer of the international scientific conference Central and Eastern European Game Studies 2017, Trnava

- a member of the Circulator competition organizing committee 2008-2011, 2012-2015 in the position of supervisor

- the preparation of the international project Horizon: Games and culture shaping our society 2022 (EUROCUP) in cooperation with 7 universities (France, Belgium, Switzerland, Italy) and partners with practice.

Date of last update
2025-01-14