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546,196 artículos
Año:
2022
ISSN:
1989-600X, 1695-6206
Pulido Polo, Marta
Universidad de Sevilla
Resumen
Review of Manual de protocolo oficial y derecho ceremonial del Estado. María Dolores del Mar Sánchez González Madrid, Editorial Síntesis, 2017 254 páginas.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Rebollo-Bueno, Sara
Universidad de Sevilla
Resumen
Reseña de Los efectos de los medios de comunicación de masas. Víctor Hernández-Santaolalla Sevilla, Editorial UOC, 2018 200 páginas.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Barrientos-Bueno, Mónica
Universidad de Sevilla
Resumen
Review of Ciudades americanas en el cine. Gloria Camarero Gómez (ed.) Madrid, Ediciones Akal, 2017 360 páginas.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Hermida Congosto , Alberto; Lozano Delmar , Javier
Universidad de Sevilla
Resumen
The MMOG (or Massively Multiplayer Online Game) has become one of the most successful types of videogames in the last years. Due to the massively online access, one of its main features, the MMOG develops a whole series of communicational strategies, which have completely transformed the videogame industry and the player models. This paper aims to analyse the production and sale processes (development, release and upkeep) of this type of games through an interview made to Sebastian R. Streiffert, Community Manager of the videogame Aion.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Sáez Soro , Emilio
Universidad de Sevilla
Resumen
Games based on virtual universes are turning into public places where thousands of players share their leisure time. Interaction is the key for the success of these platforms. However, the relationship between them and the world in which they operate is based on a sophisticated system that facilitates communication and constantly stimulates it. The development of this type of games are no exempt of problems, related to two main objectives: avoiding that the player feels alone and lost in the complex and fantastic geographies, and offering the possibility to develop an interesting personal project to him/her. This paper focus on the case of World of Warcraft, one of the most famous games of persistent universes. It describes how communication and information are organized through tools of community building and how the game provides the player the ability to create a unique personality with its own history.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Pérez Martín, Joaquín; de Diego Martínez , Antonio García; Parra Valcarce , David
Universidad de Sevilla
Resumen
The continuous technology evolution of videogames has allowed its consolidation as a reference innovation in the nowadays Information Society. This technology is not only remarkably increasing its turnover and its impact on the working force of countries but it is also helping to modify the pattern of acquisition and transmission of knowledge, from traditional standard based on the reading of printed text to the emerging one based on the viewing of audiovisual and multimedia contents. Furthermore, everything suggests that the strength shown by this sector will endure in the short, middle and long time.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Esnaola Horacek , Graciela; Levis, Diego
Universidad de Sevilla
Resumen
We will develop concepts of academic interest about the educational possibilities that currently offer videogames in the Web 2.0. We have a particular description of video games apply to certain categories offered by social networks, especially Facebook. We stand our research at the crossings between human communication, technological mediation and videogame environments for teaching and learning practices focusing on a renewed educational paradigm. Since our interest as researchers of "quality education" didactic guidelines suggest possible to take advantage of social networking immersive and collaborative potential by enhancing the flow that produce entertaining as cognitive surplus toward school learning.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Tejeiro Salguero , Ricardo; Pelegrina del Río , Manuel; Gómez Vallecillo , Jorge Luis
Universidad de Sevilla
Resumen
The possible positive or negative psycho-social effects of the video games have been subjected to polemics since they appeared back in the 1970s. Most of the arguments in one or the other direction have been supported more in personal opinions and prejudices than in research data. This article reviews the state of the art with regards to these arguments, both negative (addiction, aggression, social isolation, school performance, displacement of other activities, criminal or antisocial behaviour, pathological gambling, use of substances, medical conditions) and positive (training and improvement of skills, therapeutic uses, use as didactic tools).
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Año:
2022
ISSN:
1989-600X, 1695-6206
Pérez-Gómez, Miguel Ángel
Universidad de Sevilla
Resumen
Retrogaming can be defined as the cult for the old platforms and its respective videogames, both computer games and 8-bit consoles games. This paper attempts to provide an ethnographic approach to the phenomenon of retrogaming. The community of retrogamers can be considered as a type of fandom, that owns collective activities, digital and analogical media, and conventions where videogames, platforms and hardware are sold.
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Año:
2022
ISSN:
1989-600X, 1695-6206
Gros Salvat, Begoña
Universidad de Sevilla
Resumen
The main goal of this article is to analyse the potential of the use of videogames in education. The expectation about the educational value of the use of videogames has increased in the last years. We try to analyse the real connexion between the different kind of digital games, and their real impact The article aims to offer the current situation of the research of this topic.
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