“…Secondly, of the papers that do explore the characteristics (topics, mechanics, literacy competencies) of the games more qualitatively, most focus on single cases, and the ones that do analyze a broader selection of games tend to focus on subtopics of media literacy such as fake news (e.g., Clever et al, 2020), cybersecurity (e.g., Hwang and Helser, 2022) or computational thinking (e.g., Sun et al, 2021). Thirdly and finally, the papers that do discuss a broader selection of games, consist of either a literature review combining and reporting on previous studies on singular or more selective media literacy games (Torres Toukoumidis et al, 2021), or instead focus on only one element (e.g., "operating media") of a, more common, broader understanding of media literacy (e.g., Škripcová, 2022).…”