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Catalan Journal of Communication & Cultural Studies - Online First
Online First articles will be assigned issues in due course.
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Tweeting from fear: Gender violence against feminists on Twitter during COVID-191
Authors: Diana Morena-Balaguer, Gloria García-Romeral and Mar Binimelis-AdellAvailable online: 28 November 2023More LessThe research addresses how gender violence against feminists on Twitter during COVID-19 is produced. Mainly focused in the Catalan cultural context, 462,281 attacks on Twitter were analysed, using virtual ethnography and content analysis. We also conducted semi-structured interviews with key agents. This enabled to (1) analyse the profiles of feminists subjected to attacks and those who attack them, (2) identify the characteristics of this violence: how it appears, to which subjects it refers and what the trigger is, (3) identify which axes of inequality intersect in the attacks. The results determine that there are specific typologies of aggressors, that there is a correlation between the political–social agenda and the attacks, essentially on female politicians and journalists and that they tend to happen collectively as personal aggressions that get worse if they intersect with racial issues, for example.
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Urbanism and Minecraft: Designing a game jam to reimagine the city
Authors: Carles Sora-Domenjó, Antoni Roig, Marta Fernández Ruiz and José M. TomasenaAvailable online: 16 June 2023More LessThis article presents a theoretical–methodological experience that combines a card game and a game jam in Minecraft to re-imagine cities. A game jam workshop was designed for the City and Science Biennial 2021 held in Barcelona with three central components: (1) the identification of urban space problems in the chosen environment, (2) the co-creation of stories about the future and improvements for the city areas using speculative storytelling techniques based on cards, and finally (3) the creation and modelling of urban spaces and the resulting actions in the Minecraft environment, in which the participants are both designers and players. This experience is an original combination of game jam methodologies and research in the field of digital and non-digital storytelling. The results show that adding the speculative narrative dynamic in the form of a card game to the co-designing of an environment in a video game world generates a creative methodological environment that allows participants of different ages to become involved.
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The dark sides of sharenting
Authors: Andra Siibak and Keily Traks
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