Entertainment

Interactive media and young people entertainment

IMG_4343 marco RED
IMG_4338 marcoRED
We approach video games and interactive media as cultural objects present in children and young people’s lives. We explore games in relation to specific ways of thought, expression and communication, using multimodal codes in multiple environments. We are interested in the beliefs and practices generated by society in relation to these technological resources. 

One of the challenges that we face when exploring how children and young people use digital media is to identify appropriate strategies of collaboration with users, creators, designers, and distribution agents.

Dibujo 2 MarcoRED
Dibujo 1 MarcoRED
We design multimedia contexts where children turn into active participants in digital entertainment and educational universes in which multiple technologies are present, so that video games are just one among several digital tools.We understand these media contexts as “living labs”. Moreover, it is important to take into account specific content, which goes beyond the technological aspects.

More specific topics in relation to this frame of research are the following:

  • How children and young people learn in virtual and real worlds when using commercial video games both in and outside the schools. Specific processes related to analytical and narrative frames of thinking are considered.
  • Family practices around digital media when supporting small children’s approaches to commercial video games in order to facilitate conscious uses of audiovisual discourses and joint decision-making processes.
  • The transformations that take place in formal and informal educational scenarios whenever digital media are present.This is the general framework we’ve used to work on a collaborative project with Electronics Arts to introduce specific video games into classrooms so that they can be used as educational tools by teachers and families.