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
|
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.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 |
The use of neurolabs in digital games | EU NextGenerationEU, Recovery and Resilience Plan of the Slovak Republic within the project 09I01-03-V04-00004 "Critical review of media risks and opportunities for deliberative communication: Scenarios for the development of the Slovak media environment in the field of advertising literacy" | 2025 |
Depolarization #Critical thinking and digital games | PCDS, Lukáš Zorád | 2025 |
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.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.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 |
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.
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.
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:
2025 [02] DUENAS CHACALTANA, M.D.C.; SÁNCHEZ BENAVIDES, O. Perceptions and Behaviors of Law Students About Mobile Game Advertising and Their Gameplays. In: 2024 IEEE 4th International Conference on Advanced Learning Technologies on Education & Research (ICALTER). Piscataway: IEEE, 2025.
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] ANGELAKI, R.T. Fairy tales and video games: Folk culture in the digital age. A literature review. In: Journal of Literary Education. 2024, 8, s. 137-154. ISSN 2659-3149.
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].
CITATIONS:
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.
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.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.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 |
University of Brasília | Brasília / Brazil | 23.6. - 27.6. 2025 | Teaching mobility / Erasmus+ KA171 |
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 hosting:
- 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
- March 28, 2025 - an invited lecture "Superhero Digital Games - Challenging the Status Quo", a gaming conference NextGen XP #1, AnimeShow 2025, March 28-30, 2025, Bratislava
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.