Extra Jóvenes. Medios y cultura colaborativa [05] Adolescentes, redes sociales y universos transmedia: la alfabetización mediática en contextos participativos Adolescents, social networks and transmedia universes: media literacy in participatory contexts
This paper considers videogames as meaningful media in interactive and everyday contexts. In order to show our theoretical and methodological perspective for approaching media as practice, we analyze how a commercial video game, Tomb Raider: Cronicles, could be present in several scenarios. The research focuses on how to understand media in context by combining two modes of thought: the narrative, or the use of stories, and the conceptual, or the use of categorical concepts. We have adopted an ethnographical and action research perspective inspired by sociocultural psychology. Our starting point is the concept of narrative considered as an object and method of research. On the one hand, we analyze the way in which a cultural narrative, Lara Croft's story as presented in a game, is introduced in the classroom. On the other hand, we show how narratives, complemented by conceptual analysis, turn into a methodological instrument that helps to analyze the meanings that the participants attribute to the game. Our data comes from a workshop where the research team, acting as participant observers, collaborated with a teacher and her primary school students in Spain. The paper examines two levels of analysis in some detail in order to show how narrative and conceptual thinking can be combined, from a dialectical point of view, in order to understand media as tools that take part in situated activities.
EN] Introduction. It analyzes the media literacy processes of young people through communities of practice in participatory contexts and through the use of digital discourses that enable the creation of transmedia universes. Methodology. It combines qualitative data collection techniques through action research, virtual ethnography and visual methods. Results They reconstruct the activity system of an audiovisual creation workshop aimed at pre-adolescents and adolescents between 8 and 14 years of age in a citizen laboratory. Conclusion. It reflects on non-formal strategies of media education, the roles that young people adopt as users of social networks and the creation of transmedia content based on the experience of narrative worlds.
The situation of lockdown experienced during the months from March to June 2020 changed the daily lives of people in Spain and their leisure circumstances. This study analyses the narrative representations that people construct when they watched streaming TV series, during the covid-19 pandemic. To access these representations, the Spanish texts that appear on the Internet are analysed, including social networks and other social media. The paper adopts quantitative approaches that use big data analysis complemented with other qualitative approaches and inspired by content and discourse analysis. Findings show that these narrative representations constructed through conversations are on three levels in which context is revealed: first, institutional and community; second, online or offline interpersonal relationships which mention people as facts or as aspirations of their daily lives; and third, personal lives in the reconstruction of the series, projected on the plot reconstruction and the identity of the actors.
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