Category: Communication & Society

Smart City

The EU defines smart cities as cities that use technology to improve the management and efficiency of urban space.

Gamification

The term gamification refers to the use of game elements, i.e. design elements and mechanics from games, to create playful experiences in fields of application outside of board games or computer games.

Digital violence

Digital violence is a collective term for those uses of digital technologies with which other people are unlawfully attacked and put under pressure.

Digital participation

Digital participation refers to the social involvement of stakeholders in political and social decision-making and opinion-forming processes with the help of digital information and communication technologies.

Metaverse

In the metaverse, users are fully immersed in the virtual world with the help of technologies such as AR or VR.

Social media

In a distinction from classical mass media, social media dissolves the sender-receiver principle, enabling non-linear communication as well as networking.

Nudging

The term nudging refers to the instrumentalisation of small changes in the structure of a decision-making process (so-called nudges) that lead to individuals changing their decisions in a predictable way.

Influencer

Influencers use their reach to influence purchasing decisions, attitudes, or actions on social media.

Fake news

As a genre, fake news refers to “pseudo-journalistic misinformation”, while as a label, fake news means an attack on and a critique of quality journalistic media.