What is it about?

The increased consumption in many sectors of the population, of every type of videogame, is easily verifiable. However, studies show that compulsive consumption does not generate by itself the media autonomy necessary to train this new “homo interneticus’ as a true critically-minded consumer and creative producer, as a “prosumer”. The development of this ability, which allows the critical analysis of audiovisual content and active participation, is a great challenge in present society. In this study, we will describe the six dimensions that shape media competency, and review the literature related to educational games that validate their didactic potential.

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Why is it important?

The progressive increase of videogame sales in the world, as well as its omnipresence in the leisure time of the population, is evident.

Perspectives

Also, we will establish the need for the “empowerment” of the user so that they gain the ability to autonomously analyze the audiovisual content that influence in the forging of their identity.

Dr Ignacio Aguaded
Univdersity of Huelva

We will establish the need for the “empowerment” of the user so that they gain the ability to autonomously analyze the audiovisual content that influence in the forging of their identity.

M. Amor Pérez Rodríguez
Universidad de Huelva

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This page is a summary of: The development of media competency in the consumption of video games, Applied Technologies and Innovations, November 2015, Prague Development Center,
DOI: 10.15208/ati.2015.08.
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