Relationships with cultural industries and ICT companies are relevant.

Our themes considering  young people entertainment

  • Interactive media as channels of communication in children and adolescents for approaching popular culture. In previous works, we have tried to introduce commercial video games in classrooms. These tools designed for leisure became learning’ instruments. Our research interest has progressively shifted from the classrooms to the entertainment settings. In this context, the Fortnite’s study shows how the game’s strategies relate to online social interaction. Exchanges among gamers, as much as the players and the game designers, are present in multiplatform contexts.
  • The power of digital and mobile tools for developing new forms of thought, expression, and communication involves multimodal codes in multiple entertainment environments. An example is an ethnographic study in which, as a participant-observer, a researcher has followed Nadia’s practices supported by her mobile devices. The Internet has generated specific leisure scenarios that generate the use of new discourses and youth practices related to the storage, creation, and care of digital products, particularly images and videos.
  • Entertainment environments when children and young people become creators and producers, not just consumers. Fan communities in multiple contexts have been analyzed. An example can be given of what happens in communities that follow musical groups. Supported on social networks, fans project their concerns and worries, share them, and build their identity as fans around the community. Other works related to Harry Potter’s fan communities also stand out the role of personal and collective productions for becoming a fan.
  • Beliefs and practices generated by the community about these technological resources as expressive and communication tools. People show their concerns on social networks when they refer to the youthful use of mobile phones and their access to the Internet. Through big data, obtained in collaboration with Séntisis Analytis, the Twitter conversations have been semantically analyzed. In this work. The data shows that stereotypes are constructed by adults in abstract contexts, for example, general opinions without mentioning the use of the Internet in specific situations.