Leading global communication and gamification research — shaping how the world learns, creates, entertains, and connects.
At the Institute for Communications and Gamification Research, we pioneer advancements in game-based learning, social media content creation, mainstream entertainment, and public relations. Our mission is to bridge innovative research with practical application, empowering individuals and organizations to communicate effectively and engage meaningfully.
We explore gamification to enhance educational experiences, making learning engaging and effective for all ages.
Our research delves into trends and strategies, helping businesses create compelling content that resonates.
We analyze and contribute to entertainment innovation in film, TV, and digital media.
We develop strategies enhancing communication and trust between organizations and stakeholders.
Objectives guiding iComGam's work through 2030, with live progress tracking. Drag any slider below to preview updates in real time.
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Tick each indicator as it's completed — the progress bar updates automatically.
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Tick each indicator as it's completed — the progress bar updates automatically.
🔒 Live-synced across all visitors — sign in as admin to update.
Tick each indicator as it's completed — the progress bar updates automatically.
🔒 Live-synced across all visitors — sign in as admin to update.
Tick each indicator as it's completed — the progress bar updates automatically.
Our gamified learning experiences, from pilot studies to full launches.
A gamified detective game training high schoolers in media literacy and fact-checking through 2-minute challenges.
Media Literacy, Fact-Checking Play the Game →An investigation game for 11–13 year olds exploring Framing Theory through the Double Life of Lisa case.
Research and InnovationA choose-your-own-chaos crisis comm simulator with an adaptive Flow Engine and AI mentor GeeCee.
Crisis Communications, Media Training Play the Game →Peer-reviewed and pilot research on communication and gamification.
Associated with Universiti Putra Malaysia. Building digital resilience against misinformation, disinformation, and deepfakes.
SDG 4, SDG 8, SDG 9Exploring Goffman and Entman's Framing Theory with 11-13 year-olds through detective-style investigation.
SDG 4, SDG 8, SDG 9Closing the gap between textbook theory and real-world pressure using adaptive, behavioral-psychology-driven simulation.
SDG 4, SDG 9Evidence from nine American sitcoms across three production eras, examining how brand integration is woven into storytelling over time.
A clinical and media-theoretical evaluation of mental health, trauma, and therapeutic accuracy in the Marvel Cinematic Universe.
Workshops and training sessions from the iComGam team.
A practical journal-readiness workshop with Dr Mastura Mahamed. Work through a real desk-rejected manuscript and a diagnostic worksheet to strengthen your own paper before submission.
Academic Writing, Publication ReadinessA research design playlist where ICOMGAM founder Sanjana Rahman, PhD shares her own PhD journey — with tutorials and demonstrations of each stage, from finding your research gap and framework through methodology to writing, analysis, and the Viva Voce.
Self-Paced LearningPick a service, choose a date and time, and we'll follow up to confirm your session.
Gamification design and implementation of course learning materials to make training and education more engaging and effective.
Designing learning materials aligning with the UN Sustainable Development Goals for your courses or programs.
Helping organisations make data-driven decisions through audience research, communication research, media effect research, message formation research, and more.
Request a custom workshop for your organisation, or book a repeat session of any of our existing workshops for a new cohort.
Demos, teasers, and behind-the-scenes from the iComGam team.
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