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dc.contributor.authorVazquez-Calvo, Boris
dc.date.accessioned2021-07-01T07:30:49Z
dc.date.available2021-07-01T07:30:49Z
dc.date.created2021
dc.date.issued2018
dc.identifier.citationVazquez-Calvo, B. (2018). The Online Ecology of Literacy and Language Practices of a Gamer. Educational Technology & Society, 21(3), 199–212.es_ES
dc.identifier.issn1436-4522
dc.identifier.urihttps://hdl.handle.net/10630/22509
dc.description.abstractPrevious studies have examined how to integrate video games in formal education settings across disciplines and from various perspectives. However, few have explored digital literacy practices prompted by gaming as a fan practice. Drawing on New Literacy Studies frame of analysis, this qualitative case study attempts to unearth the literacy and language learning practices of Selo, an active gamer who translates games from English into Spanish for fun and whose translations prompt online language discussions with other gamers in the fandom (an online space where fans share their activities). With interviews, online observation and screencast videos, we analyse Selo’s fandom, literacy practices and workflow when translating, and the language learning events in the online communities of gamers he is involved in. Results show that (1) Selo’s fandom is a complex semiotic social space with users exhibiting varying degrees of involvement, functions and roles (players, readers, commenters, translators, beta-testers), (2) Selo has a sophisticated set of literacy skills (IT, linguistic, sociocultural), and (3) by resorting to other fans’ feedback online to offset his language deficiencies, Selo and other fans learn situated, meaningful language items under authentic conditions of textual production.es_ES
dc.description.sponsorshipThis research has received support from the postdoctoral grant Videogames as an academic and vernacular literacy practice (ED481B-2017/007, Xunta de Galicia, Spain) and from the research projects ICUDEL (EDU2014-57677-C2-1-R, Ministry of Economy, Spain) and Fandom in Spain (3rd call, Centro Reina Sofía para la Adolescencia y la Juventud, Spain).es_ES
dc.language.isoenges_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectLenguas - Estudio y enseñanzaes_ES
dc.subject.otherAffinity spaceses_ES
dc.subject.otherDigital literacy practiceses_ES
dc.subject.otherFan translationes_ES
dc.subject.otherVideo gameses_ES
dc.subject.otherLanguage learninges_ES
dc.subject.otherVirtual ethnographyes_ES
dc.titleThe Online Ecology of Literacy and Language Practices of a Gameres_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.centroFacultad de Ciencias de la Educaciónes_ES
dc.rights.ccAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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