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  1. 1
    Academic Journal

    المصدر: Arte, Individuo y Sociedad; Vol. 36 No. 4 (2024); 779-788 ; Arte, Individuo y Sociedad; Vol. 36 Núm. 4 (2024); 779-788 ; 1988-2408

    وصف الملف: application/pdf

    Relation: https://revistas.ucm.es/index.php/ARIS/article/view/92679/4564456570568; Avaaz (2023). Reform or perish. Putting biodiversity and the rights of Indigenous Peoples and Local Communities at the heart of deep reforms of the IMF and World Bank. Annual Meetings of the IMF and World Bank Group, Marrakech, Morocco (9-15 October). https://cutt.ly/9wUPcbCN Ballon and Schuurman, d. (2015). Living labs: concepts, tools and cases. Info, 17(4). https://doi.org/10.1108/info-04-2015-0024 Baym, N. K. and Boyd, D. (2012). Socially mediated publicness: an introduction. Journal of Broadcasting & Electronic Media, 56(3), 320-329. Berger, P. L. and Luckmann, T. (1966). The Social Construction of Reality. A Treatise in the Sociology of Knowledge. Doubleday. Bogost, I. (2014). Why gamification is bullshit. In. P. S. Walz and S. Deterding (Eds.), The Gameful World (pp. 65-79). Cambridge. Brohmer, H., Munz, K., Röderer, K., Anzengruber, C., Wendland, M., and Corcoran, K. (2023). How attractive is the participation in a Living Lab study? Experimental evidence and recommendations. Discover Sustainability, 4(23). https://doi.org/10.1007/s43621-023-00138-6 Brough, M. M. and Shresthova, S. (2012). Fandom meets activism: Rethinking civic and political participation. TWC. Transformative Works and Cultures, vol. 10. http://doi.org/10.3983/twc.2012.0303 Bruhn, J., López-Varela, A, and Paiva Vieira, M. (Eds.) (2023). The Palgrave Handbook of Intermediality. Springer Reference. Palgrave-MacMillan. https://doi.org/10.1007/978-3-030-91263-5 Bucher, T. (2018). If.Then: Algorithmic Power and Politics. Oxford University Press. Calleja, G. (2011). In-game: From immersion to incorporation. MIT Press. Cardoso, G. and Castells, M. (Eds.) (2006). The Network Society: From Knowledge to Policy. Centre for Transatlantic Relations. Cheney-Lippold, J. (2017). We Are Data: Algorithms and the Making of our Digital Selves. NYU Press. Citton, Y. (2017). The Ecology of Attention. Polity Press. CIS Centro de Investigaciones Sociológicas (2022, April 26). Encuesta sobre cuestiones de actualidad. April 2022 (II). https://cutt.ly/20hYGii Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row. Deliyannis, I., Kaimara, P., Poulimenou, S.M., and Lampoura, S. (2023). Games, Gamification, and Ludification. Can they be Combined? In I. Deliyannis (Ed.), Gamification. Analysis, Design, Development and Ludification. IntechOpen. http://doi.org/10.5772/intechopen.109101 Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From Game Design Elements to Gamefulness: defining “Gamification”. In A. Lugmayr, H. Franssila, C. Safran, and I. Hammouda (Eds.), Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 88-95). Association for Computing Machinery. http://doi.org/10.1145/2181037.2181040 Douglas, B. D., Brauer, M. (2021). Gamification to prevent climate change: a review of games and apps for sustainability. Current Opinion in Psychology, 42, 89-94. https://doi.org/10.1016/j.copsyc.2021.04.008 Elleström, L. (2020). The Modalities of Media II: An Expanded Model for Understanding Intermedial Relations. In L. Elleström (Ed.), Beyond Media Borders: Intermedial Relations among Multimodal Media, vol. 1 (pp. 3-91). Springer International Publishing. Fernández-Castrillo, C. (2014). Prácticas transmedia en la era del prosumidor: Hacia una definición del Contenido Generado por el Usuario (CGU). Cuadernos de Información y Comunicación, 19, 53-67. https://doi.org/10.5209/rev_CIYC.2014.v19.43903 Fernández-Castrillo, C. and Cirio, P. (2022). Beyond the Code: Hacktivism and Expanded Information. In International Conference on Transmedia Activism: Creativity & Expanded Information. Universidad Carlos III de Madrid & Ca’ Foscari Università di Venezia. UC3M MEDIA. https://cutt.ly/UwUPc7kN Fernández-Castrillo, C., & Magallón-Rosa, R. (2023). El periodismo especializado ante el obstruccionismo climático. El caso de Maldito Clima. Revista Mediterránea de Comunicación, 14(2), 35-52. https://doi.org/10.14198/MEDCOM.24101 Franck, G. (2018). The Economy of Attention. Sage. Fredricks, J. A., Blumenfeld, P. C., and Paris, A. H. (2004). School Engagement: Potential of the Concept, State of the Evidence. Review of Educational Research, 74(1), 59-109. https://doi.org/10.3102/00346543074001059 Frissen V., Lammes S., de Lange M, de Mul J., and Raessens J. (2015). Homo ludens 2.0: Play, media, and identity. In M. Lange, Raessens, J., Mul, J. Lammes, and V. Frissen (Eds.), Playful Identities: The Ludification of Digital Media Cultures (pp. 9-50). Amsterdam University Press. https://doi.org/10.1515/9789048523030-001 Galloway, A. R. (2012). The Interface Effect. Polity. Goldschmitt, K. E. and Seaver, N. (2019). Shaping the Stream: Techniques and Troubles of Algorithmic Recommendation. In N. Cook, M. M. Ingalls, and D. Trippett (Eds.), The Cambridge Companion to Music in Digital Culture (pp. 63-81). Cambridge University Press. Goodbody, A. and Johns-Putra, A. (2018). Cli Fi: A Companion. Peter Lang. Gordon, E., Gordon, E., Baldwin-Philippi, J., and Balestra, M. (2013). Why We Engage: How Theories of Human Behavior Contribute to Our Understanding of Civic Engagement in a Digital Era (October 22, 2013). Berkman Center Research Publication, 21. http://dx.doi.org/10.2139/ssrn.2343762 Gordon, E. (2013). Beyond participation: Designing for the civic web. Journal of Digital and Media Literacy, 1(1), 15-34. Gordon, E. and Baldwin-Philippi, J. (2014). Playful Civic Learning: Enabling Lateral Trust and Reflection in Game-based Public Participation. International Journal of Communication, 8, 759-786. https://cutt.ly/6wU65lsn Gordon, E. and Lopez, R. (2019). The Practice of Civic Tech: Tensions in the Adoption and Use of New Technologies in Community-Based Organizations. Media and Communications, 7(3). https://doi.org/10.17645/mac.v7i3.2180 Habermas, J. (1962 trans 1989). The Structural Transformation of the Public Sphere: An Inquiry into a category of Bourgeois Society. Polity & MIT Press. Hardt, M. and Negri, A. (2000). Empire. Harvard University Press. Hassan L. and Hamari, J. (2020). Gameful civic engagement: A review of the literature on gamification of e-participation. Government Information Quarterly, 37(3). https://doi.org/10.1016/j.giq.2020.101461 Hossain, M., Leminen, S., and Westerlund, M. (2019). A systematic review of living lab literature. Journal of Cleaner Production, 213, 976-988. https://doi.org/10.1016/j.jclepro.2018.12.257 Jenkins, H. (2003, December 12). The Revenge of the Oragami Unicorn: Seven Principles of Transmedia Storytelling (Well, Two Actually. Five More on Friday). Pop Junctions: Reflections on Entertainment, Pop Culture, Activism, Media Literacy, Fandom and More. https://cutt.ly/AwUPxXgq Jenkins, H. (2006). Convergence Culture. Where old and new media collide. New York University Press. Jenkins, H. (2007, March 21). Transmedia Storytelling 101. Pop Junctions: Reflections on Entertainment, Pop Culture, Activism, Media Literacy, Fandom and More https://cutt.ly/LwUPvoY9 Jenkins, H. (2013). Fans. Blogger and Gamers – Exploring Participatory Culture. Routledge. Jenkins, H. (2016, January 19). Telling Stories: Lina Srivastava Talks About Transmedia Activism (Part One). Pop Junctions: Reflections on Entertainment, Pop Culture, Activism, Media Literacy, Fandom and More. https://cutt.ly/jwUPxPVA Kirkpatrick, G. (2015). Ludefaction: fracking of the radical imaginary. Games and Culture, 10(6), 507-524. https://doi.org/10.1177/155541201456866 Livholts, M. and Bryant, L. (2017). Social Work in a Glocalised World. Routledge. López-Varela, A. (2023). Cognitive semiotics and agency in the Anthropocene. In A. Biglari (Ed.), Open Semiotics. Vol. 4: Life and its Extensions (pp. 433-451). Editions L'Harmattan. Luckmann, T. (1989). Prolegomena to a Social Theory of Communicative Genres. Slovene Studies: Journal of the Society of Slovene Studies, 11(1), 159-166. https://doi.org/10.7152/ssj.v11i1.3778 Makai, P. K. (2023). Simulated Climate in Ecological Games: Mediating Climate Change to Endow Players with Transformative Agency. In J. Bruhn, J., A. López-Varela, and M. de Paiva Vieira (Eds.), The Palgrave Handbook of Intermediality. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-91263-5_51-1 McGonigal, J. (2015). Position Statement: I’m not playful, I’m gameful. In P. S. Walz and S., Deterding, S. (Eds.), The Gameful World: Approaches, Issues and Applications. The MIT Press. https://doi.org/10.7551/mitpress/9788.003.0045 Mitchell, W. J. (1999). E-topia: Urban Life, Jim— but not as we know it. The MIT Press. https://doi.org/10.7551/mitpress/2844.001.0001 Moreno Olmeda, T. (2022). Del negacionismo climático al obstruccionismo: el argumentario de la inacción y su amplificación en YouTube. Dilemata, 38, 119-134. https://cutt.ly/F1Xe1YH Müller, J. E. (2010). Intermediality Revisited: Some Reflexions about Basic Principles of this Axe de pertinence. In L. Elleström (Ed.), Media Borders, Multimodality, and Intermediality (pp. 237-252). Palgrave McMillan. Ong, A. (1999). Flexible Citizenship: The Cultural Logics of Transnationality. Duke University Press. Ouariachi, T., Olvera-Lobo, M. D., Gutiérrez-Pérez, J., and Maibach, E. (2019). A framework for climate change engagement through video games. Environmental Education Research, 25(5), 701-716. https://doi.org/10.1080/13504622.2018.1545156 Pegado, F. (2022). Written Language Acquisition Is Both Shaped by and Has an Impact on Brain Functioning and Cognition. Frontiers in Human Neuroscience, 16, https://doi.org/10.3389/fnhum.2022.819956 Picó, M. J., Galán-Cubillo, E., and Sáez-Soro, E. (2021). Videojuegos y cambio climático: diseño de un living lab para la cocreación entre arte y ciencia. Fonseca, Journal of Communication, 23, 173-196. https://doi.org/10.14201/fjc202123173196 Ralston, S. J. (2022). Postdigital Slacktivism. Postdigital Science and Education, 4(2), 1-9. https://doi.org/10.1007/s42438-022-00308-1 Ruijsin, S. and Smith, A. (2016). European Network of Living Labs (ENoLL). Transformative Social Innovation Theory. https://cutt.ly/4wIeEtRH Salen, K. and Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press. Schmidt, R., Emmerich, K., Schmidt, B. (2015). Applied games – In search of a new definition. In K. Chorianopoulos, M. Divitini, J. B. Hauge, L., Jaccheri, and R. Malaka (Eds.), Entertainment Computing - ICEC 2015, vol. 9353 (pp. 100-111). Springer.https://doi.org/10.1007/978-3-319-24589-8_8 Scolari, C. (2022). Transmedia Activism: Narcos, Walls and Genocides. International Conference on Transmedia Activism: Creativity & Expanded Information. Universidad Carlos III de Madrid & Ca’ Foscari Università di Venezia. UC3M MEDIA. https://cutt.ly/4wUPvznS Smith, C. (2023, January 8). Change.org Statistics and User Count. https://cutt.ly/kwUPcqAb Srivastava, L. (2009, March 4). Transmedia Activism: Telling Your Story across Media Platforms to Create Effective Social Change. NAMAC. National Alliance for Media Arts and Culture. https://web.archive.org/web/20130515174049/http:/www.namac.org/node/6 UNDP United Nations Development Program (2021, January 26). The Peoples’ Climate Vote. https://cutt.ly/TwUPcsk6 UNESCO (2017). Moving forward the 2030 Agenda for Sustainable Development, BSP-2017/WS/1. https://unesdoc.unesco.org/ark:/48223/pf0000247785 van Dijk, J. (2020). The Digital Divide. Polity. Vassilakopoulou, P., Hustad, E. (2023). Bridging Digital Divides: a Literature Review and Research Agenda for Information Systems Research. Information Systems Frontiers, 25, 955-969. https://doi.org/10.1007/s10796-020-10096-3 Walther B. K. and Larsen L. J. (2020). Gamification and beyond: The case of ludification. In I. Marfisi-Schottman, F. Bellotti, L. Hamon, R. Klemke (Eds.), Games and Learning Alliance. GALA 2020. Lecture Notes in Computer Science, 12517 (pp. 125-134). Springer. https://doi.org/10.1007/978-3-030-63464-3_12; https://revistas.ucm.es/index.php/ARIS/article/view/92679

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    Book

    Relation: Fernández Castrillo, C., Ramos Vera, C. El fotoperiodismo en la era de Telegram: la invasión Rusia de Ucrania en Rossiyskaya Gazeta y Ukrayinska Pravda. En: Desafíos y retos de las redes sociales en el ecosistema de la comunicación. Vol. 1. Bonales Daimiel, G. y Sierra Sánchez, J. (coord.). Madrid: McGraw Hill, 2023, pp. 451-468.; http://hdl.handle.net/10016/38633; 451; 468; Desafíos y retos de las redes sociales en el ecosistema de la comunicación. Vol. 1; CO/0000012839

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    Book

    Relation: Periodística; http://espejodemonografias.comunicacionsocial.es/article/view/6161; Fernández-Castrillo, C., Magallón-Rosa, R. (2023): Arqueología de la desinformación en el siglo XXI: evolución, lenguajes y perspectivas de futuro. En: Míguez González, M.I., Dafonte Gómez, A. (coords.). Narrativas digitales contra la desinformación. Verificación de datos y alfabetización en la sociedad de la información. Salamanca: Comunicación Social Ediciones y Publicaciones, pp. 15-28.; http://hdl.handle.net/10016/38647; 15; 28; Narrativas digitales contra la desinformación. Verificación de datos y alfabetización en la sociedad digital; CO/0000013018

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    Academic Journal

    المساهمون: European Commission

    Relation: https://rua.ua.es/dspace/handle/10045/135614; info:eu-repo/grantAgreement/EC/INEA/CEF/ICT/A2020/2381931; Fernández-Castrillo, C., y Magallón-Rosa, R. (2023). El periodismo especializado ante el obstruccionismo climático. El caso de Maldito Clima = Specialized Journalism in the face of Climate Obstructionism. The case of Maldito Clima. Revista Mediterránea de Comunicación/Mediterranean Journal of Communication, 14(2), 35-52; http://hdl.handle.net/10016/38777; https://doi.org/10.14198/MEDCOM.24101; 35; 52; Revista Mediterránea de Comunicación; 14; AR/0000032956

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    Conference

    Relation: https://aeicbarcelona22.org/wp-content/uploads/2022/12/LIBRO-DE-COMUNICACIONES-BARNA22.pdf; 2022/06/28 - 2022/07/01; Barcelona; VIII Congreso Internacional de la Asociación Española de Investigación de la Comunicación (AE-IC): Comunicación y Ciudad Conectada; Fernández Castrillo, C., García Sahagún, M. Juegos de realidad alternativa (ARG) y transmedialidad: cómo generar engagement en un ecosistema urbano interconectado. En: Libro de Comunicaciones VIII. Congreso Internacional de la AE-IC. Comunicación y Ciudad Conectada. Barcelona: Asociación Española de Investigación de la Comunicación AE-IC, 2022, pp. 354-369; http://hdl.handle.net/10016/36207; 354; 369; Libro de Comunicaciones VIII. Congreso Internacional de la AE-IC. Comunicación y Ciudad Conectada; CC/0000033489

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    Alternate Title: Machinolatry and posthuman creativity between futurism, generative art and artificial intelligence. (English)

    المؤلفون: Fernández-Castrillo, Carolina

    المصدر: Artnodes; jul2024, Issue 34, p1-8, 8p

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    Academic Journal

    المساهمون: Iberian Media Research & Fact Checking, funded by the European Commission, European Digital Media Observatory

    المصدر: Digital Journalism ; page 1-24 ; ISSN 2167-0811 2167-082X

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    Report

    المؤلفون: Fernández Castrillo, Carolina

    المساهمون: Universidad Carlos III de Madrid

    مصطلحات موضوعية: Ciencias de la Información, Educación

    Relation: 2022-06-23; Getafe (Madrid); Jornada de Innovación Docente 2022; Fernández-Castrillo, C. (23 de junio 2022). The Observatory of Digital Culture in the Covid-19 [póster]. Jornadas de Innovación docente 2022, Universidad Carlos III de Madrid, España.; http://hdl.handle.net/10016/36907; CC/0000034209

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