![]() Metodología: Se estudiaron la estructura redaccional de los portales 3DJuegos, AnaitGames, AreaJugones, Eurogamer, IGN, Hobb圜onsolas, Meristation, Nintenderos y Vandal, así como todos los análisis de videojuegos publicados entre 1997 y 2022 (n=34.529). Este artículo se propone describir la presencia y el papel de la mujer en los principales medios especializados españoles. Dentro de esta área informativa se encuentran los videojuegos, una industria tradicionalmente criticada por sus marcadas desigualdades de género. Introducción: El periodismo cultural destaca por su función prescriptiva, que marca la agenda al determinar cuáles son los productos que merecen recibir la atención del público. The recovery framework also needed to set a clear path for the country's new normal. This motivated non-governmental organizations to act and initiate by pooling their resources to mitigate the gaps in the government's responses. With the increased levels of poverty, unemployment, and inflation, it heavily impacted the low-income households restricted by the strict lockdowns and pandemic protocols. Pandemic responses are described as inefficient and reactive and characterized by delayed action, poor planning, and corruption. It also highlights the author's experience as a lecturer and researcher during the pandemic. This chapter sets out to explain how learning has been affected by this pandemic. Also, this pandemic has exposed both the strengths and weaknesses of the healthcare systems in most countries. In many cases, the poor have become poorer and students have lost learning opportunities, which is more so in the developing world. The COVID-19 pandemic has affected all of us. Also, this prove that the discourse studies is an important and useful tool for future research in videogames. The results show how the players are ranked and related depending on the identity they build during the game. This research focus in patterns of teenager's behavior in the new digital contexts and the features of the relationship established between the players based on their different profiles. Our methodology proposes an analysis of the discursive manifestations expressed in a focus group to study how the game acts as a vehicle in the process of presenting identity in everyday life. In this research, a study of cultural and political identities of a group of teenage Fortnite players is proposed based on their discursive manifestations. ABSTRACT Fortnite is an online game with more than 250 million players. Se demuestra que los estudios del discurso son una herramienta pertinente para el estudio de los videojuegos en determinados contextos socioculturales. Los resultados, muestran cómo se jerarquizan y se relacionan los jugadores dependiendo de la identidad que construyen durante el juego. El estudio permite profundizar en patrones de comportamiento juvenil en los nuevos contextos digitales y en los rasgos de la relación que se establece entre los jugadores a partir de sus diferentes perfiles. Se parte de un análisis de las manifestaciones discursivas expresadas en un grupo de discusión para analizar cómo el juego actúa como un vehículo en el proceso de presentación de la identidad individual en la vida cotidiana. En esta investigación, se propone un estudio de enfoque cultural y político de las identidades de un grupo de adolescentes jugadores de Fortnite a partir de sus manifestaciones discursivas. (English below) Fortnite es un juego online con más de 250 millones de jugadores. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. ![]() ![]() Video games are becoming culturally dominant.
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