Recent Publications

We approach youth practices involving digital technology

The Internet is changing entertainment, the structure and distribution of the media, formal and non-formal education, and even family life. New scenarios appear inviting to reflect on how technology contributes to facing the problems and challenges affecting the lives of children and youth.

Our discoveries presented in several books arise from the analysis of how digital technology, associated with multi-platform scenarios around the Internet, improves the lives of children and youth. We look at the information’s access, education and digital literacy.

Fans communities, multimodal discourses, video games are the main topics, among others. From a methodological point of view we combine and ethnographical approach and bid data analysis.

The books explore how young people face the challenges leading to a more just society, in a creative, innovative and responsible way.



Practices, Discourses, Communities

Owing to the proliferation of screens and networked culture, young fans have moved beyond being simply media consumers. Today they are content interpreters and creators—living in a remix culture, reconstructing transmedia narratives, and interacting with culture industries. Young fans’ relationship to technology has transformed their discourses, interpersonal relationships, and the way they participate in communities. This book delves into these issues, looking at social and cultural approaches to human development to study the identities and activities of fan communities among young people. The book explores communities related to Harry Potter, One Direction, Fortnite, Warhammer, TikTok, and television programs. Drawing on an ethnographic approach and big data analysis, Adolescent Fans demonstrates how digital technology has changed not only fan behavior, but also research practices used to understand what it means to be a young fan.

How the new generations communicate

Published in Spanish, this book explains how I learned and taught to use discourses that combine writing with images and sounds, with gestures, with multiple signs. They raise representations of the world interpreted from the screens. I learned together with the audiovisual communication students. Moreover, I was working with boys and girls who attend our workshops. The interaction with media professionals and colleagues from Academia also help me a lot. Although the physical instruments that mediate human communication change, multimodal discourses will be necessary, as they have always been, although sometimes images are more important than writing. The expressions of the future and the new generations’ multimodal discourses are related to three human activities: speaking, thinking, and dialogue. People can read independently the chapters, which go in deep into the previous ideas.



Commercial Video Games as Educational Tools

«The use of video games in education has attracted an increasing amount of research over the last five years, particularly as a result of the growing use of web-based games, network communities, and games played on mobile devices. This new book offers a thorough overview of the key terms influencing research in the field and does so by presenting a much-needed historical context in which to discuss their contribution to education and learning. While much of the book’s style reflects the excitement and potential associated with digital gaming, it also has an important message about the way gaming can encourage the development of literacy skills and critical thinking within a popular culture context. Focusing on a diverse range of gaming-related topics, from those in popular culture aimed at children, to differences in gender and the role of game players as creators as well as passive consumers, the book shows how digital games can be used to inform more creative approaches to learning.» Series Editors MICHAEL THOMAS JAMES P. GEE JOHN G. PALFREY

Create and Patticipate

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Interactive Workshops

Youth Digital

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