The influence of video games with apocalyptic content in adolescents
<p class="Pa9">The aim of this study is the dissertation and analysis of the influence (sociological, psychological and cultural) exerted on adolescents by the concept of Apocalypse. Become a key thought of visual culture, the called doomsday theory achieves one of its highest expres...
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Universidad Complutense de Madrid
2015-05-01
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doaj-bc22308f9fc6461a9963dedfc3c6d8052020-11-24T23:31:33ZengUniversidad Complutense de MadridArte, Individuo y Sociedad1131-55981988-24082015-05-0127216117810.5209/rev_ARIS.2015.v27.n2.4317646885The influence of video games with apocalyptic content in adolescentsLuis Navarrete-Cardero0Jose Luis Molina-González1AutorUniversidad de Sevilla<p class="Pa9">The aim of this study is the dissertation and analysis of the influence (sociological, psychological and cultural) exerted on adolescents by the concept of Apocalypse. Become a key thought of visual culture, the called doomsday theory achieves one of its highest expressions in video games, possibly the favorite entertainment for young people in their leisure time. The results obtained in this research represent a first approach to the subject through the selected samples, two secondary schools from the city of Seville with disparate locations and divergent socioeconomic backgrounds. To reinforce the comparative study, we have included issues related to parental control, principal gaming platforms used by respondents or the number of hours dedicated to this type of entertainment. The conclusions demonstrate an irremediable attraction from our youth towards apocalyptic universes, plotter consciously with leisure and entertainment as escape from their routine of everyday life<em>.</em></p>http://revistas.ucm.es/index.php/ARIS/article/view/43176videojuegosadolescentesefectos de los Medios de Comunicaciónestudiantes de secundariaanálisis del discurso |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Luis Navarrete-Cardero Jose Luis Molina-González |
spellingShingle |
Luis Navarrete-Cardero Jose Luis Molina-González The influence of video games with apocalyptic content in adolescents Arte, Individuo y Sociedad videojuegos adolescentes efectos de los Medios de Comunicación estudiantes de secundaria análisis del discurso |
author_facet |
Luis Navarrete-Cardero Jose Luis Molina-González |
author_sort |
Luis Navarrete-Cardero |
title |
The influence of video games with apocalyptic content in adolescents |
title_short |
The influence of video games with apocalyptic content in adolescents |
title_full |
The influence of video games with apocalyptic content in adolescents |
title_fullStr |
The influence of video games with apocalyptic content in adolescents |
title_full_unstemmed |
The influence of video games with apocalyptic content in adolescents |
title_sort |
influence of video games with apocalyptic content in adolescents |
publisher |
Universidad Complutense de Madrid |
series |
Arte, Individuo y Sociedad |
issn |
1131-5598 1988-2408 |
publishDate |
2015-05-01 |
description |
<p class="Pa9">The aim of this study is the dissertation and analysis of the influence (sociological, psychological and cultural) exerted on adolescents by the concept of Apocalypse. Become a key thought of visual culture, the called doomsday theory achieves one of its highest expressions in video games, possibly the favorite entertainment for young people in their leisure time. The results obtained in this research represent a first approach to the subject through the selected samples, two secondary schools from the city of Seville with disparate locations and divergent socioeconomic backgrounds. To reinforce the comparative study, we have included issues related to parental control, principal gaming platforms used by respondents or the number of hours dedicated to this type of entertainment. The conclusions demonstrate an irremediable attraction from our youth towards apocalyptic universes, plotter consciously with leisure and entertainment as escape from their routine of everyday life<em>.</em></p> |
topic |
videojuegos adolescentes efectos de los Medios de Comunicación estudiantes de secundaria análisis del discurso |
url |
http://revistas.ucm.es/index.php/ARIS/article/view/43176 |
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