Ahmed Elmezeny

Ahmed Elmezeny
Ludwig-Maximilians-University of Munich | LMU · Institut für Kommunikationswissenschaft und Medienforschung

PhD

About

21
Publications
8,687
Reads
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115
Citations
Citations since 2017
17 Research Items
115 Citations
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Introduction
Hi! I'm a senior researcher and lecturer at the LMU Munich's department of media and communication. Part of Professor Fröhlich's team focusing on PR and strategic communication, my research interests include online communication, public relations, visual and digital cultures.
Additional affiliations
November 2016 - July 2020
Universität Augsburg
Position
  • Lecturer
September 2015 - October 2016
Technische Universität Ilmenau
Position
  • Lecturer

Publications

Publications (21)
Presentation
Full-text available
It is no surprise that the free-to-play (F2P) model has reached its current popularity in the industry, given its appeal to both producers and players (Paavilainen et al. 2016). Providing the core software for free, with perks, currency, or gameplay benefits at an extra cost (microtransactions), the model proves to be both an excellent gateway for...
Presentation
Full-text available
It’s not common for everyone to deal with depression or suicide in their daily life (Hegerl, Pfeiffer-Gerschel, Seidscheck & Niedermeier, 2005); however, there’s a new trend concerning these topics in popular culture, e.g. the show 13 Reasons Why, which is based on a high school girl’s suicide, or the rap duo Suicideboys whose lyrics focus on suici...
Chapter
The study of games has become increasingly common in recent years and for good reason: today, games are an established form of entertainment culture and have be-come a staple of the lives of individuals all over the world (Paavilainen et al., 2016). The recent surge in videogame players can be attributed to the casualization of the gaming market, d...
Book
Full-text available
Free-to-play (F2P) games have been recently taking the market by the storm, proving to be both popular among users and developers. Delivering the core experience for free and functional or decorative benefits within the game for a small price (microtransactions), can these games really be labelled free? This research explores the costs involved in...
Chapter
Free-to-play games provide a novel experience compared to their pay-to-play or subscription counterparts, allowing players to make real-world currency transactions in the game world. The following chapter provides an overview of studies focusing on the research of free-to-play games, their players, communities, types of play, and ethical implicatio...
Article
Dieser Forumsbeitrag reflektiert Forschungsdesign und -umsetzung einer Studie zu Medienrepertoires und -regeln in irakischen und syrischen Flüchtlingsfamilien (Rothenberger et al. 2019a; 2019b). Im Fokus des Beitrags stehen dabei Überlegungen zur Anlage der Studie, zu Feldzugang und Rekrutierung der InterviewteilnehmerInnen, sprachlichen und kultur...
Article
Full-text available
The use and regulation of mobile media devices of children and adolescents in refugee families is largely unexplored. Our qualitative approach utilizes in-depth guided interviews with parents and children in Arabic speaking refugee families in Germany. All interviewed families have resided in Germany from one to four years. The sample consists of b...
Article
Full-text available
This article examines the media repertoires of 10 Syrian and 10 Iraqi refugee families (n=100) in the city of Erlangen, Germany. Based on media repertoire theory (Hasebrink and Hepp 2017) and through a qualitative approach combining several methods of data collection (qualitative interviews, focus groups and media repertoire drawings), we analyse h...
Conference Paper
Full-text available
The social outcomes of Massively Multiplayer Online Role-Playing Games (MMORPGs) have been subject to numerous studies in the past. In these games identification processes and virtual identities are present, yet most research measures game involvement solely through play frequency. This study proposes that time is an insufficient measure, and inste...
Presentation
The point of this talk is to define and differentiate the culture of free-to-play games as something different from the culture of games with traditional payment models, like box or subscription games.
Article
Full-text available
In this study we explore how perceived out-of-game trolling differs within online gaming imageboards in Brazil and Russia. The two samples consist of 1443 posts from two Brazilians message boards (/jo/ and /lan) on 55chan and 1439 posts from the /v/ message board on the Russian 2ch. Both imageboards are local adaptations of 4chan. We analyzed the m...
Article
Full-text available
Currently in game studies there is a gap in frameworks for comparatively researching game cultures. This is a serious shortcoming as it ignores the transcultural and transnational aspects of games, play and their cultures. Based on Hepp’s (2009) transcultural framework, and Du Gay, Hall, Janes, Mackay and Negus’s (1997) circuit of culture, this art...
Article
Full-text available
Three-hundred-and-sixty-degree videos are an innovative video format, and due to various narrative and technical aspects, they allow audiences to be deeply immersed in their content. Through an explorative, qualitative content analysis (and parts of narrative analysis) aspects of immersion were explored in various 360-degree videos. Our results giv...
Presentation
This presentation uses an ethnographic approach to observe specific phenomena unique to free-to-play games and their communities. In addition to raising some ethical concerns regarding game production and maintenance, certain pay-to-win games mimic real world social structures. Similar to the game in this case-study, several free-to-play games prov...
Conference Paper
Full-text available
The area of video games study is robust after extensive research has been conducted within the past years. However, comparative video game studies are still lacking compared to other areas of research. Studies comparing game cultures are especially rare and game cultures are usually studied singularly in an explorative method. When analyzing video...
Article
Full-text available
The media coverage of terrorist acts has been the subject of numerous scientific studies. However, the terrorist groups’ own communication perspectives have not been thoroughly researched. The following article deals with terrorist groups and their use of websites for identity building. We examine the discursive construction of terrorist group iden...
Article
Full-text available
Using the case example of the crowd-funded YouTube documentary The Smash Brothers, this study explores how digital game culture is currently represented in social media. The units for a qualitative content analysis, as described by Krippendorf (2004), are defined through thematic distinction. The results refer to four major categories that represen...
Conference Paper
Full-text available
Using a case example of the crowd-funded YouTube documentary The Smash Brothers, the study explores how digital game culture is represented in media. The units for a qualitative content analysis, as described by Krippendorf (2004), are defined through thematic distinction. The results refer to four major categories and compose digital game culture...

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