Digital Culture: Understanding New Media and Videogames

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Information Applications".

Deadline for manuscript submissions: closed (31 January 2023) | Viewed by 5622

Special Issue Editor


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Guest Editor
Department of Philology, Communication, and Documentation, The University of Alcalá, Madrid, Sapin
Interests: images; sounds; words; interactive entertainment; art; photography; classic cinema; television series; video games; audiovisual language

Special Issue Information

Dear Colleagues,

Digital technology has transformed the human experience. Digital technology is understood from the language of computers, based on zeros and ones, in the virtual world in which media are based today. Digitalization is an attribute of a culture in which physical instruments and the processes of communication and the construction of meaning are immersed. This monograph explores multiple approaches to digital culture related to communicative contexts in which transmedia stories are constructed and globally and locally distributed, as well as simulated universes that transform people’s everyday experience.
Communicative contexts, mediated digitally, are diluted beyond traditional distinctions—for example, mass media, videogames, cinema, and television are intertwined and transformed when they use digital resources and are part of participatory culture. Digital universes help to reconstruct both the role of cultural industries and that of traditional audiences.

Dr. Pilar Lacasa
Guest Editor

Manuscript Submission Information

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Keywords

  • algorithms and digital culture
  • children and digital media
  • cultural participation in digital worlds
  • digital art and entertainments
  • digital divide and multimodal discourses
  • digital economy and cultural industries
  • digital mediated surveillance
  • fan communities in digital worlds
  • media and ubiquitous remix
  • methods for approaching digital context and activities
  • popular culture and streaming
  • power and mass media in digital spheres
  • real time analytics
  • social networks and platforms
  • transmedia storytelling
  • videogames, simulation, and art
  • videogames and cultural industries

Published Papers (2 papers)

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Research

20 pages, 1284 KiB  
Article
Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games
by Eduardo Rodriguez-Barcenilla and Félix Ortega-Mohedano
Information 2022, 13(8), 380; https://doi.org/10.3390/info13080380 - 09 Aug 2022
Cited by 2 | Viewed by 3116
Abstract
The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase [...] Read more.
The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highlighted the need to discover differences and similarities between players, both in habits and motivations. We present a study based on a survey procedure for the completion of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and that reached a total of 711 valid responses. The results showed that there were no significant differences in terms of hours spent playing video games between the two genders, although there were motivational differences in the reasons for playing, specifically in terms of competition and challenge. The discussion of the results was carried out by means of a comparative statistical analysis of means to confirm the hypotheses and meet the objectives. Despite the existence of significant differences between genders, these were not as notable as might be expected. When it comes to gaming, as we have detected in our study, there were some consumption habits with differentiated gender patterns; however, in relevant indicators such as hours of consumption, increase in lockdown consumption, and spending, there were no significant differences. The gender gap that existed a few years ago between video gamers is becoming progressively narrower. Full article
(This article belongs to the Special Issue Digital Culture: Understanding New Media and Videogames)
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14 pages, 347 KiB  
Article
A Snapshot of Children’s Attitudes toward Machine Translation
by Vilmantė Liubinienė, Donata Lisaitė and Jurgita Motiejūnienė
Information 2022, 13(7), 317; https://doi.org/10.3390/info13070317 - 28 Jun 2022
Cited by 5 | Viewed by 1639
Abstract
Technologies offered and used on the Internet play a significant part in the lives of children; nevertheless, little research has been done on how children view and use machine translation (MT). According to recent literature, there are various benefits to using MT in [...] Read more.
Technologies offered and used on the Internet play a significant part in the lives of children; nevertheless, little research has been done on how children view and use machine translation (MT). According to recent literature, there are various benefits to using MT in teaching/learning foreign languages, such as more fluent writing, more effective communication, and fewer errors. Nevertheless, the use of MT in classroom settings is often viewed as problematic by language teachers. Despite the fact that a vast number of students have used MT for various purposes or have tried experimenting with MT for certain academic or entertainment purposes, they seem to have mixed feelings about it. The present qualitative study is based on semi-structured interviews and aims to capture a snapshot of Lithuanian children’s perceptions and awareness of MT technologies. The results of the interviews reveal that children mostly find out about MT as a result of their own efforts and employ MT tools for a variety of purposes; however, at school no systematic guidance and/or support in terms of MT use is provided and children tend to perceive that their teachers generally hold negative attitudes towards MT. Full article
(This article belongs to the Special Issue Digital Culture: Understanding New Media and Videogames)
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