Internet celebrity has become a phenomenon of great interest for scholars in the last few years. This is partly due to its impact in contemporary media ecosystems, and its influence in political, social, cultural, and commercial behaviors around the world. Meanwhile, some segments of the population continue to be marginalized by sociotechnical configurations that perpetuate structures of dominance in the digital sphere and on social media platforms. This is the case of immigrants, who often face diverse digital, symbolic, and physical borders that neglect their voice and agency. Thus, the present study aims to explore the creative practices of immigrant tiktokers who have achieved a significant following on this platform. Using a case study approach, we explore four immigrant creator profiles with a following of 17,000 to 500,000 through in-depth interviews and a multimodal content analysis of 252 of their videos to delve into their platformed practices on TikTok. The participants are Latin American immigrant creators living in the US and Spain, identified as part of a larger study on the uses of TikTok by Latinx immigrants in these two countries exploring 53 immigrant creator profiles with more than 10,000 followers. Their practices related to algorithmic (in)visibility, and their unfolding identities including their digital, creative, political, activist, cultural, and national personas are noteworthy, and suggest unique pathways to reclaim agency through social media influence and construct multi-dimensional microcelebrity identities beyond migratory status.
The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these new systems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version based on the popular sandbox video game, which was originally created by a community of teachers. The aim of this research is to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one of the pioneering exercises in the metaverse. To this end, we have employed a methodology that combines Multimodal Discourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how the Minecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them to adapt them to its connected digital environment. These are key elements such as the identity of the participants, their ability to act within the system, creativity through lessons as a guide to the educational objectives and the community as the backbone of the process. At the same time, it presents differential components, such as the use of avatars, the transition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilities that defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offers a series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially through the elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that it ends up being governed by reproductive criteria linked to symbolic violence.
Media consumption is an undeniable fact in present-day society.
Se analizan tendencias recientes de investigación en comunicación publicadas en revistas de comunicación latinoamericanas más visibles en bases de datos de referencia y citación. La revisión se centra en los artículos de investigación publicados entre 2013 y 2017 en las nueve revistas latinoamericanas de comunicación incluidas en Scopus. La metodología se basa en la consulta de bases de datos, su sistematización a través de gestores bibliográficos y el análisis de contenido cualitativo de los textos recopilados, apoyado con el software de QDA NVIVO11. Se recopilan 167 artículos que abordan temáticas de educomunicación, alfabetización mediática y narrativas transmedia. Predomina la autoría individual y la afiliación a un solo país e institución, entre los cuales destacan Brasil y España. En relación con el contenido, predomina un enfoque temático sobre los medios y los entornos digitales y un abordaje cualitativo de las investigaciones.
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