Vít Šisler

doc. Mgr. Vít Šisler, Ph.D.


Ústav informačních studií a knihovnictví
Na Příkopě 29
Místnost č. NP503

Vít Šisler je docent na oboru Studia nových médií na Ústavuinformačních studií a knihovnictví na Filozofické fakultě UK.Na Fulbrightově stipendiu absolvoval vědeckou stáž na Northwestern University v Chicagu.

Ve svém výzkumu se věnuje informačním a komunikačním technologiím na Blízkém východě, výukovým hrám a simulacím a společenským aspektům počítačových her. Pravidelně publikuje v impaktovaných časopisech (New Media & Society; Information, Communication & Society; Computers & Education) a přednáší na zahraničních univerzitách (Stanford; University of Pennsylvania; New York University). 

Vít Šisler je zakládajícím členem herního studia Charles Games a hlavním designérem mezinárodně oceňovaných her Attentat 1942 (Apple Design Award Nominee, 2021) a Svoboda 1945: Liberation (Grand Jury Award, IndieCade, 2022).


  • Šisler V.: Theoretical and Methodological Framework for Studying Video Games and Orientalism. CyberOrient, 2023, č. • no. 17, s. • p. 4-56. ISSN 1804-3194.
  • Šisler V., de Wildt L., Abbas S.: Breaking Barriers: The Emergence of a Video Game Culture and Industry in the Arab World. In Khalil J., Khiabani G., Guaaybess T., Yesil B.: The Handbook of Media and Culture in the Middle East. New York, Wiley-Blackwell, 2023, s. • p. 300-312. ISBN 978-1-119-63706-6.
  • Kolek L., Ropovik I., Šisler V., van Oostendorp H., Brom C.: Video games and attitude change: A meta-analysis. Contemporary Educational Psychology, 2023, č. • no. 2023, s. • p. 1-15. ISSN 0361-476X.
  • Šisler V., Švelch J., Clybor S., Trhoň O.: Adapting contested national history for global audiences in Attentat 1942 and Svoboda 1945: Liberation. Studies in Eastern European Cinema, 2023, č. • no. 14, s. • p. 69-84. ISSN 2040-350X.
  • Šisler V., Pötzsch H., Hannemann T., Jaroslav C., Jaroslav P.: History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen. Games and Culture, 2022, č. • no. 17, s. • p. 901-914. ISSN 1555-4120.
  • Kolek L., Šisler V., Martinková P., Brom C.: Can video games change attitudes towards history? Results from a laboratory experiment measuring short- and long-term effects. Journal of Computer Assisted Learning, 2021, č. • no. 37, s. • p. 1348-1369. ISSN 0266-4909.
  • Slussareff M., Šisler V.: Higher Sustainability of Mental Models Acquired from a Digital Game in Comparison with a Live Action Role-playing Game and a Traditional Lecture. Masaryk University Journal of Law and Technology, 2020, č. • no. 14, s. • p. 29-52. ISSN 1802-5943.
  • Tetourová T., Hannemann T., Javora O., Volna K., Šisler V., Brom C.: To solve or to observe? The case of problem-solving interactivity within child learning games. Journal of Computer Assisted Learning, 2020, č. • no. 36, s. • p. 981-996. ISSN 0266-4909.
  • Šisler V.: Critical War Game Development: Lessons Learned from Attentat 1942. In Hammond H., Pötzsch H.: War Games: Memory, Militarism and the Subject of Play. New York, Bloomsbury Academic, 2019, s. • p. 201-222. ISBN 978-1-5013-5115-0.
  • Brom C., Děchtěrenko F., Šisler V., Hlávka Z., Lukavský J.: Does motivation enhance knowledge acquisition in digital game-based and multimedia learning? A review of studies from one lab. In Lecture Notes in Computer Science Volume 11243 LNCS, 2018,4th International Joint Conference on Serious Games, JCSG 2018. Neuveden, Springer Nature, 2019, s. • p. 120-132. ISBN 978-3-030-02761-2.
  • Kolek L., Šisler V., Brom C.: Video Games and Attitude Change - Can We Reliably Measure This? The Challenges of Empirical Study Design. In Gentile M., Allegra M., Söbke H.: Games and Learning Alliance. Germany, SPRINGER, 2019, s. • p. 445-448. ISBN 978-3-030-11547-0.
  • Pötzsch H., Šisler V.: Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination. Games and Culture, 2019, č. • no. 14, s. • p. 3-25. ISSN 1555-4120.
  • Švarný M., Šisler V.: Towards an Operational Definition of Procedural Rhetoric. In Liapis A., Yannakakis G., Gentile M., Ninaus M.: Games and Learning Alliance. Cham, Springer, 2019, s. • p. 148-157. ISBN 978-3-030-34349-1.
  • Šlerka J., Šisler V.: Normalized Social Distance: Quantitative Analysis of Religion-Centered Gaming Pages on Social Networks. In Šisler V., Radde-Antweiler K., Zeiler X.: Methods for Studying Video Games and Religion. New York, Routledge, 2018, s. • p. 171-187. ISBN 978-1-138-69871-0.
  • Šisler V.: Virtual Worlds, Digital Dreams: Imaginary Spaces of Middle Eastern Video Games. In Zayani M.: Digital Middle East: State and Society in the Information Age. London, Hurst Publishers, 2018, s. • p. 59-83. ISBN 978-1-84904-905-4.
  • Šisler V.: Petri Net Modeling: Analyzing Rule-Based Representations of Religion in Video Games. In Šisler V., Radde-Antweiler K., Zeiler X.: Methods for Studying Video Games and Religion. New York, Routledge, 2018, s. • p. 133-151. ISBN 978-1-138-69871-0.
  • Šlerka J., Šisler V.: Who is Shaping Your Agenda? Social Network Analysis of Anti-Islam and Anti-immigration Movement Audiences on Czech Facebook. In Steiner K., Önnerfors A.: Expressions of Radicalization: Global Politics, Processes and Practices. Cham, Palgrave Macmillan, 2018, s. • p. 61-85. ISBN 978-3-319-65565-9.
  • Šisler V., Mohseni E.: Revolution Reloaded: Spaces of Encounter and Resistance in Iranian Video Games. In Marvin C., Hong S.: Place, Space, and Mediated Communication: Exploring Context Collapse. New York, Routledge, 2017, s. • p. 104-121. ISBN 978-1-138-22792-7.
  • Šisler V.: Procedural religion: Methodological reflections on studying religion in video games. New Media and Society, 2017, č. • no. 19, s. • p. 126-141. ISSN 1461-4448.
  • Kolek L., Šisler V.: Representation of History in Computer Games and Attitude Change: Empirical Study Design. In Pivec M., Gründler J.: Proceedings of The 11th European Conference on Game-Based Learning ECGBL 2017. Reading, UK, Academic Conferences and Publishing International Limited, 2017, s. • p. 829-834. ISBN 978-1-911218-56-2.
  • Šisler V., Švelch J., Šlerka J.: Video Games and the Asymmetry of Global Cultural Flows: The Game Industry and Game Culture in Iran and the Czech Republic. International Journal of Communication, 2017, č. • no. 11, s. • p. 3857-3879. ISSN 1932-8036.
  • Šisler V.: Contested Memories of War in Czechoslovakia 38-89: Assassination: Designing a Serious Game on Contemporary History. Game Studies [online], 2016, č. • no. 16. ISSN 1604-7982.
  • Šisler V., Gemrot J., Cuhra J., Hannemann T., Brom C.: Teaching Contemporary History with Czechoslovakia 38-89: Assassination. In Caldwell K.: GLS11. Pittsburgh, PA, ETC Press, 2015, s. • p. 485-486. ISBN 0-000-00000-0.
  • Selmbacherová T., Šisler V., Brom C.: The Impact of Visual Realism on the Authenticity of Educational Simulation: A Comparative Study. In Busch C.: Proceedings of the 8th European Conference on Games Based Learning. Reading, Academic Conferences and Publishing International Limited, 2014, s. • p. 520-528. ISBN 978-1-910309-55-1.
  • Šisler V.: From Kuma\War to Quraish: Representation of Islam in Arab and American Video Games. In Campbell H., Grieve G.: Playing with Religion in Digital Games. Bloomington, Indiana University Press, 2014, s. • p. 109-133. ISBN 978-0-253-01253-1.
  • Šisler V.: Preaching Islam to the Video Game Generation: New Media Literacies and Religious Edutainment in the Arab World. In Hudson L., Iskandar A., Kirk M.: Media Evolution on the Eve of the Arab Spring. New York, Palgrave Macmillan, 2014, s. • p. 103-126. ISBN 978-1-137-40314-8.
  • Šisler V., Selmbacherová T., Pinkas J., Brom C.: Teaching Contemporary History to High School Students: The Augmented Learning Environment of Czechoslovakia 38-89. Masaryk University Journal of Law and Technology, 2014, č. • no. 8, s. • p. 99-122. ISSN 1802-5943.
  • Buchtová M., Brom C., Šisler V.: Emotional Graphs With Adapted PANAS Scale as a Tool to Measure Emotional Affect Within Educational Activities. In GLS 9.0 Conference Proceedings. Madison, Wisconsin, GLS, 2014, s. • p. 476-478. ISBN 0-000-00000-0.
  • Brom C., Buchtová M., Šisler V., Děchtěrenko F., Palme R., Glenk L.: Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study. Computers and Education, 2014, č. • no. 79, s. • p. 69-100. ISSN 0360-1315.
  • Buchtová M., Šisler V., Brom C.: Educational Games and Simulations at School: Experimental Comparison with Classic Teaching Methods and Requirements of Successful Implementation into School Environment and Curricula. In Fardoun H., Gallud J., Mashat A.: Proceedings of the 2nd International Workshop on Interaction Design in Educational Environments. London, SciTePress - Science and Technology Publications, 2013, s. • p. 125-132. ISBN 978-989-8565-65-5.
  • Šisler V.: Videogame Development in the Middle East: Iran, the Arab World and Beyond. In Huntemann N., Aslinger B.: Gaming Globally: Production, Play and Place. New York, Palgrave Macmillan, 2013, s. • p. 251-272. ISBN 978-1-137-00632-5.
  • Šisler V.: Digital Heroes: Identity Construction in Iranian Video Games. In Sreberny A., Torfeh M.: Cultural Revolution in Iran: Contemporary Popular Culture in the Islamic Republic. New York, I.B.Tauris, 2013, s. • p. 171-191. ISBN 978-1-78076-089-6.
  • Šisler V., Brom C., Cuhra J., Činátl K., Gemrot J.: Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century : Notes on Design Concepts and Design Process. Lecture Notes in Computer Science, 2012, č. • no. Neuveden, s. • p. 67-74. ISSN 0302-9743.
  • Buchtová M., Šisler V., Brom C.: Digital Game-Based Learning : Případová studie integrace vzdělávací počítačové hry Evropa 2045 do výuky na středních školách. In Kovářová P.: Trendy v informačním vzdělávání. Zlín, Česká republika, VeRBuM, 2012, s. • p. 103-118. ISBN 978-80-87500-18-7.
  • Šisler V.: Počítačové hry na Blízkém východě : procedurální rétorika a její role v utváření muslimské identity. Iluminace, 2012, č. • no. 24, s. • p. 49-64. ISSN 0862-397X.
  • Brom C., Šisler V.: Designing Educational Computer Games. In Norbert M. S.: Encyclopedia of the Sciences of Learning. Berlin, Springer, 2012, s. • p. 931-934. ISBN 978-1-4419-1427-9.
  • Šisler V.: Playing Muslim Hero : Construction of Identity in Video Games. In Heidi C.: Digital Religion : Understanding Religious Practice in New Media Worlds. London, New York, Routledge, 2012, s. • p. 136-146. ISBN 978-0-415-67611-3.
  • Brom C., Šisler V., Buchtová M., Klement D., Levčík D.: Turning high-schools into laboratories? Lessons learnt from studies of instructional effectiveness of digital games in the curricular schooling system. Lecture Notes in Computer Science, 2012, č. • no. 7516, s. • p. 41-53. ISSN 0302-9743.
  • Šisler V., Buchtová M., Brom C., Hlávka Z.: Towards Empirical-Theoretical Framework for Investigating Learning Effects of Serious Games: A Pilot Study of Europe 2045. In Wimmer J., Mitgutsch K., Rosenstingl H.: Applied Playfulness. Vídeň, new academic press, 2012, s. • p. 16-36. ISBN 978-3-7003-1830-9.
  • Šisler V.: Cyber Counsellors: Online fatwas, arbitration tribunals and the construction of Muslim identity in the UK. Information, Communication & Society, 2011, č. • no. 14, s. • p. 1136-1159. ISSN 1369-118X.
  • Sokol D., Šisler V.: Socializing on the Internet: Case Study of Internet Use Among University Students in the United Arab Emirates. Global Media Journal, 2010, č. • no. 9. ISSN 1550-7521.
  • Brom C., Šisler V., Slavík R.: Implementing Digital Game-Based Learning in Schools: Augmented Learning Environment of 'Europe 2045'. Multimedia Systems, 2010, č. • no. 16, s. • p. 23-41. ISSN 0942-4962.
  • Khamis S., Šisler V.: The New Arab Cyberscape: Redefining Boundaries and Reconstructing Public Spheres. In Salmon C.: Communication Yearbook 34. New York, Routledge, 2010, s. • p. 277-315. ISBN 978-0-415-87857-9.
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