Abstract

Video games are the result of a influencingl cultural industry and also they provide the universal archetypes used by millions of youngsters all over the world, which may become an interesting field of study from the point of view of communication experts

Abstract

Children need autonomy to face the images transmited by the new information and communication technologies. The analysis of the social mechanisms carried out to protect children of the possible damages of some video games contents, which are part of their leisure time, demonstrates [...]

Abstract

This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new [...]

Abstract

ICT use during adolescence is now commonplace. Its power of attraction and the vulnerable condition of adolescents are giving rise to growing concern, aggravated by the imminent consequences of such synergy. In order to deepen understanding of this relationship, the following research [...]

Abstract

A literature review revealed that games offer many advantages that games have for learning, developing skills, being creative, solving problems, interacting... In addition, games are a great opportunity for the library and information worlds, particularly for information literacy, [...]

Abstract

This research was aimed at determining the media use by the Spanish population over 61 years, their relation with the new technologies and their opinions. We interviewed 383 Spaniards as part of the 2013 World Internet Project (WIP). The sample was segmented into two categories: young [...]

Abstract

Video games are useful learning tools in different fields. This work seeks to evaluate, through a self-developed video game, their usefulness as a learning tool for the information literacy of undergraduate students. The videogame “The last exam” was developed after the analysis [...]