Research related to digital literacy has grown exponentially in recent years. Its importance is that some scholars suggest that digital skills are a prevention tool against the risks of digital technologies. These risks are especially important because of their psychological consequences on adolescents. Thus, digital literacy could be a health prevention tool. The purpose of this research was to develop and validate a scale to assess digital literacy on teenagers. A self-report questionnaire with 47 items measured in a 5-point Likert scale was developed. After a pilot study, the questionnaire was administered to a sample composed by 715 secondary school students from 13 schools in Spain, aged between 12 and 20 years. Exploratory factor analysis revealed the existence of six factors: technological skill, personal security skill, critical skill, devices security skill, informational skill and communication skill. The scale demonstrated support for internal consistency reliability in most of the factors, with Cronbach's Alpha levels ranging from .63 to .75, and validity. Further research is needed to confirm the factor structure.
Este artículo propone una escala de motivos para jugar videojuegos en adolescentes, adaptada al castellano a partir de los estudios previos de Selnow (1984), Wigand et al. (1985), Raney et al. (2006) y Sherry et al. (2006). Se utilizaron datos obtenidos a partir de 400 cuestionarios aplicados a estudiantes españoles de entre 14 y 20 años. Se ha comprobado la fiabilidad del modelo mediante el análisis factorial confirmatorio y de consistencia interna, así como la validez de criterio y constructo relacionando los cuatro factores del modelo con variables de consumo y rasgos de personalidad, respectivamente.
This study addresses the factors that increase the persuasive impact of testimonial narrative messages on artificial intelligence (AI). In particular, the effect on two variables that, to date, have not been explored in this field is analyzed: the attitudes toward AI (positive versus ambivalent) expressed by the protagonist of the narrative message (a testimonial in audiovisual format) and the role of participants’ prior beliefs about AI. An online experiment (N = 652) was carried out to contrast the effect of attitudinal similarity on identification with the protagonist of the narrative message and the indirect effect on attitudes and intention to use AI. The results showed that the message whose protagonist expressed positive attitudes toward AI induced greater identification only in those participants with previous positive beliefs. In contrast, the message whose protagonist expressed ambivalent attitudes toward AI induced greater identification only among participants with previous negative beliefs. In addition, identification and cognitive elaboration were found to mediate the effect of attitudinal similarity on the attitude toward and intention to use AI. These findings are discussed in the context of narrative persuasion research and the development of campaigns for improving social perceptions of data science.
En este artículo se pretende recoger la representación o representaciones de la guerra presentes de manera predominante en los videojuegos de géneros bélicos. Para ello, se desarrolló un análisis de contenido sobre una muestra de 62 videojuegos elaborada siguiendo como criterio de muestreo el volumen de ventas o el número de descargas en España entre los años 2005 y 2015. Dicho análisis se articuló a partir de tres ejes conceptuales: a) los elementos legitimadores de los conflictos, b) los elementos deshumanizadores del enemigo y c) los elementos desindividualizadores de los jugadores. Los resultados muestran a) la prevalencia de un discurso legitimador del conflicto centrado en la defensa, sin motivaciones territoriales o de recursos y con ausencia de civiles durante la acción del videojuego, b) un predominio de enemigos de apariencia y comportamiento homogéneo, carentes de rasgos distintivos y representados de forma realista, y c) unos personajes protagonistas caracterizados por su diseño predeterminado, su trasfondo heroico y su irreal invulnerabilidad al daño. La presente investigación, poseedora de carácter meramente descriptivo, permitie establecer una base empírica para estudios posteriores sobre la construcción de creencias y actitudes en los usuarios habituales de esta clase de ocio a través de la Teoría del Cultivo.
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