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
doc. 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
assistant professor Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 2015 – 2021
associate professor Faculty of Mass Media Communication, University of Ss. Cyril and Methodius in Trnava 2021 - 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
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
Training in the use of supercomputers Slovak National Supercomputing Centre, Lucia Malíčková 2026

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 I. Media and Communication Studies
Marketing of digital games Theory of digital games I. Media and Communication Studies
Game-based marketing Theory of digital games II. Media and Communication Studies
Creativity in processing digital games Theory of digital games II. Media and Communication Studies
Game mechanics Theory of digital games I. Media and Communication Studies
Typological characteristics of the digital games audience Theory of digital games III. 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)
5
V.4.b - Diploma (second degree)
4
V.4.c - Dissertation (third degree)
1
V.4.2 - Number of defended theses
V.4.a - Bachelor's (first degree)
52
V.4.b - Diploma (second degree)
35
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
Professional practice Theory of digital games I. Media and Communication Studies
Final thesis seminar I. Theory of digital games I. Media and Communication Studies
Pre-diploma practice Theory of digital games II. Media and Communication Studies
Production and post-production processes I. Theory of digital games II. Media and Communication Studies
Production and post-production processes II. Theory of digital games II. Media and Communication Studies
master media and communication studies
master media and communication studies
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
82
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
4
VI.1.3 - Number of citations corresponding to the research/artistic/other outputs
VI.1.a - Overall
161
VI.1.b - Over the last six years
115
VI.1.4 - Number of citations registered in the Web of Science or Scopus databases
VI.1.a - Overall
41
VI.1.b - Over the last six years
28
VI.1.5 - Number of invited lectures at the international, national level
VI.1.a - Overall
8
VI.1.b - Over the last six years
5
VI.2 - The most significant research/artistic/other outputs

V1 (AAA)

Monetisation and Innovation Potential in Digital Games / Hana Pravdová, Zdenko Mago, Michal Kabát. - 1. ed. - Prague : Wolters Kluwer, 2025. - 192 p. [print, online]. - ISBN 978-80-286-0400-4.

V1 (AAA)

Monetization in Creative Industries: Culture, Media, Digital Games / Hana Pravdová, Jana Radošinská, Zdenko Mago. - 1. ed. - Prague : 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

V1 (AAA)

Monetisation and Innovation Potential in Digital Games / Hana Pravdová, Zdenko Mago, Michal Kabát. - 1. ed. - Prague : Wolters Kluwer, 2025. - 192 p. [print, online]. - ISBN 978-80-286-0400-4.

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.

V1 (AAA)

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:

2025  [02] JUKIĆ, Dinko. Assassin's Creed: From Leap of Faith to Brand Value. In: Acta Ludologica. 2025, 8(2), s. 76-94.

2025  [02] CIHLÁŘOVÁ, M.; PRAVDOVÁ, H. Cultural realities of digital games in the context of historical and ideological meanings. In: Marketing identity: the power(s) of communication. Trnava: UCM, 2025, s. 910-920. ISBN 978-80-572-0555-5.

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:

2025  [02] JUKIĆ, Dinko. Assassin's Creed: From Leap of Faith to Brand Value. In: Acta Ludologica. 2025, 8(2), s. 76-94.

2025  [02] SUNGU, O.E.; SAKOGLU, N.A. Triforce of canon: examing the canon in video games. In: Sanat ve Tasarim Dergisi. 2025, 20(35), s. 413-431. ISSN 2149-6595.

2025  [01] STUDLEY, Thomas. Meta-music and the sonic storytelling of Baldur's Gate 3. In: Convergence: The International Journal of Research into New Media Technologies. 2025, 0(0), s. 1-26.

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.

V1 (AAA)

Monetization in Creative Industries: Culture, Media, Digital Games / Hana Pravdová, Jana Radošinská, Zdenko Mago. - 1. ed. - Prague : Wolters Kluwer, 2023. - 218 p. [16,5AH] [print, online]. - ISBN 978-80-7676-857-4.

CITATIONS:

2025  [02] ŠVECOVÁ, Magdaléna. Monetization of Educational Games. Praha: Wolters Kluwer, 2025. ISBN 978-80-286-0377-9. s. 58.

2025  [02] SLUŠNÁ, Zuzana. Reframing Access: The Turn Toward Participation and Art-Mediation. In: European Journal of Media, Art & Photography. 2025, 13(2), s. 122-129.

2025  [02] PUPÁKOVÁ, Kristína, 2025. Transformations in the Visual Presentation of Czech Games: The Evolution of Game Box Art from 1989 to 2010. In: Acta Ludologica, ISSN 2585-8599, ISSN (online) 2585-9218, Roč. 8, č. 1, s. 118-134. Dostupné na: DOI 10.34135/actaludologica.2025-8-1.118-136.

2025  [02] HUDÍKOVÁ, Zora. Benefits for users of digital games in media communication. In: 11th International New York Conference on Evolving Trends in Interdisciplinary Research & Practices: Proceedings Book, 2025, s. 74-81. ISBN 979-8-89695-019-6.

2025  [01] POTAPENKO, S.; VIŠŇOVSKÝ, J. Interpreting global events locally: Glocalization of Trump's tariff announcement in American, Slovak, and Ukrainian news. In: Lege Artis. 2025, 10(2), s. 131-149. ISSN 2453-8035. WoS

2025  [02] SEDLÁK, Denis. Media Ownership from a User Perspective: Let's Get Physical. In: Acta Ludologica. 2025, 8(2), s. 152-155.

2025  [02] JUKIĆ, Dinko. Assassin's Creed: From Leap of Faith to Brand Value. In: Acta Ludologica. 2025, 8(2), s. 76-94.

2025  [02] HUDÍKOVÁ, Z.; NAGYOVÁ, P. Strategies for shaping the attractiveness of Slovak Let's Dance and Czech Stardance. In: Stories on our screens: Media reflections of hypermodern society, culture, and everday life. Budapešť: Wolters Kluwer, 2025, s. 206-252. ISBN 978-963-594-554-2.

2025  [02] BALTEZAREVIĆ, R.; BALTEZAREVIĆ, I. The Effect of AI-Driven Personalisation in In-Game Advertising on Player Engagement and Purchase Intentions. In: Acta Ludologica. 2025, 8(2), s. 44-58.

2024  [02] ŠAŠALOVÁ, Veronika; MACÁK, Miroslav, 2024. Originality vs. genericity of digital games - the fall of fall guys after corporate buyout. In: Marketing identity [elektronický dokument] : human vs. artificial : Conference Proceedings from the International Scientific Conference, 1. vyd., Trnava: Univerzita sv. Cyrila a Metoda v Trnave, 2024, ISBN (elektronické) 978-80-572-0487-9, s. 824-833. Dostupné na: DOI 10.34135/mmidentity-2024-80

2024  [01] PITOŇÁKOVÁ, Slavka. Media production as an option for enhancing cultural (heritage) literacy. DOI 10.34135/mlar-24-02-15. In: Media Literacy and Academic Research. ISSN 2585-8726. – ISSN (online) 2585-9188. – Roč. 7, č. 2 (2024), s. 242-257. WoS

2024  [02] VIŠŇOVSKÝ, J.; DÚBRAVSKÁ, O. Transformácia televíznej produkcie - zvukové platformy umelej inteligencie a vývoj avatarov. In: Marketing and Media Identity: človek vs. umelá inteligencia. Trnava: UCM, 2024, s. 149-153. ISBN 978-80-572-0488-6.

2024  [02] KYSLER, A.; CIHLÁŘOVÁ, M. Artificial (intelligence) methods in monetization of old games: reviving old titles for a new market. In: Marketing Identity: Human vs. Artificial. Trnava: UCM, 2024, s. 817-823. ISBN 978-80-572-0487-9.

2024  [02] CIHLÁŘOVÁ, M.; KYSLER, A. Manipulative monetization techniques in gardenscapes. In: Quo Vadis 2024: CommUnity. Trnava: FMK UCM, 2024, s. 11-25. ISBN 978-80-572-0450-3.

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), p. 465-479 [online].

CITATIONS:

2025  [01] Educational Possibilities of Gamification in the Formation of Soft & Hard Skills among Students of Socionomic Professions / Savitska, Viktoriia et al. In: Journal of education culture and society. ISSN 2081-1640. Roč. 16, č. 2 (2025), s. 819-839. Scopus

2025  [02] BILAL RUSADY, M.; FADLI RAMADHAN, M. Gaming as Virtual Experience of Learning Arabic in Native Speakers' Environment: Assassin's Creed Mirage. In: Al-Ta'rib. 2025, 13(1), s. 59-78. ISSN 2354-5887.

2025  [01] Improving Digital Literacy of Elementary Teacher Candidates Through Digital-Based RADEC Learning Model / Maspiroh, Iyoh; Prasetyo, Zuhdan Kun; Hermanto, Hermanto; Rohmatillah, Nur; Kuswidyanarko, Arief. DOI 10.20897/ejsteme/16530. In: European Journal of Stem Education. ISSN (online) 24684368. Roč. 10, č. 1 (2025). Scopus

2025  [01] Click, Analyze, Improve: Unveiling IRIS, an AI-Based Photography Learning Tool / Izani, M.; Dalia, R.; Aishah, R. DOI 10.1007/978-981-96-1154-6_24. In: Smart Innovation Systems and Technologies. 2025. ISBN [9789819611539]. ISSN 21903018. ISSN (online) 21903026, s. 349-365. Scopus

2025  [01] ALAM, Sohaib, 2025. Effects of Multimedia Inputs on Improving the Grammatical Accuracy of Students' Speaking Skills: An Experimental Study. In: Theory and practice in language studies. ISSN 1799-2591, ISSN 2053-0692, Roč. 15, č. 5 (2025), s. 1579-1590. Dostupné na: DOI 10.17507/tpls.1505.23 SCOPUS

2025  [02] PURNAMASARI, I.; TWINSARI MANINGTYAS, R.D.; NOVITA SARI, Z. Pengembangan Model Pembelajaran Tematik Anak Usia Dini Berbasis Kurikulum Merdeka melalui LMS Interaktif. In: As-Syar'i: Jurnal Binbingan & Konseling Keluarga. 2025, 7(4), s. 202-217. ISSN 2656-4807.

2025  [02] FILIP, V.; CHOVANEC, A. Gamifying soft skills: Experiential learning through minecraft environments. In: Marketing identity: The power(s) of communication. Trnava: UCM, 2025, s. 108-118. ISBN 978-80-572-0555-5.

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

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), p. 132-147.

CITATIONS:

2026  [02] HASHEM, T.N. et al. How Can Playable Ads Support Digital Advertising: Content, Frequency, and Engagement. In: Sustainable Leadership for Environmental Risk (RINCER 2024). 2026, s. 291-298.

2026  [01] Fake Ads: How Advertising Effectiveness Shapes Perceived Risk, and Attitude for Metro Manila’s Millennial’s Download Intention / Hariramani, Patrick R. et al. In: Review of Integrative Business and Economics Research. ISSN 2414-6722. ISSN (online) 2304-1013. Roč. 15, č. 2 (2026), s. 798-811. Scopus

2025  [02] Van de Mosselaer, Nele. Fake Games On Dark and Deceptive Representations of Non-Actual Games. In: Eludamos: Journal for Computer Game Culture. 2025, 16(2), s. 75-93.

2025  [02] Van de Mosselaer, Nele. Fake VS Fictional Games: On Dark and Deceptive Representations of Non-Actual Games. In: Proceedings of DiGRA 2025. 2025, s. 1-3.

2025  [01] The Effect of Game Ad Outcome on Subsequent Mobile Gaming Experience: The Mediating Role of Inferred Difficulty / Ashouri, Sama; Beheshti, Mohammadali Koorank; Gopinath, Mahesh. DOI 10.1177/10949968241296880. In: JOURNAL OF INTERACTIVE MARKETING. ISSN 1094-9968. ISSN (online) 1520-6653. Roč. 60, č. 3 (2025), s. 331-349. WoS

2025  [01] Fake Game but Real Play: Exploring Player Motivations and Coping Strategies with Fake Games / Moradzadeh, Sam; Oh, Jeffrey Seihoon; Gui, Xinning; Kou, Yubo. DOI 10.1145/3748616. In: Proceedings of the acm on human computer interaction. ISSN (online) 2573-0142. Roč. 9, č. 6 (2025). WoS

2025  [01] On dark and deceptive representations of non-actual games = Fake games / Van de Mosselaer, Nele. DOI 10.7557/ejcgc.v16i2.7965. In: Eludamos Journal for Computer Game Culture. ISSN (online) 1866-6124. Roč. 16, č. 2 (2025), s. 75-93. WoS

2024  [02] MORADZADEH, S.; KOU, Y. "Wow another fake game from YouTube ad": Unpacking Fake Games Through a Mixed-Methods Investigation. In: PACM on Human-Computer Interaction. 2024, vol. 8, no. CHI PLAY, art. 350, s. 1-36. ISSN 2573-0142.

2024  [02] ALHA, Kati. Endure, join them, or leave?: suffering women in mobile game advertising. In: Transactions of the Digital Games Research Association. 2024, 6(3), s. 115-146. ISSN 2328-9422.

2024  [02] CIHLÁŘOVÁ, M.; KYSLER, A. Manipulative monetization techniques in gardenscapes. In: Quo Vadis 2024: CommUnity. Trnava: FMK UCM, 2024, s. 11-25. ISBN 978-80-572-0450-3.

2023  [02] ALHA, Kati. The Wild West of Mobile Game Advertising. In: Proceedings of DiGRA 2023. 2023, s. 1-3.

2021  [2] ENGLER, M., TRNKA, A. Fundamental Knowledge behind Creation of Concept Art. In: ejmap. 2021. 9(2), s. 106-115. ISSN 1339-4940. WoS

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

APVV-24-0556: Media participation strategies to increase digital resilience of the prosumer generation

Projekt time: 2025 – 2029

Project leader: prof. Mgr. Lucia Spálová, PhD.

Participation: a member of the research team

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 2017 – 2021
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)
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
University of Brasília Brasília / Brazil 23.6. - 27.6. 2025 Teaching mobility / Erasmus+ KA171

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 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.

Date of last update
2026-03-12