Sonia Carcelén-García
Biographic Data
| ID | 1028028 |
|---|---|
| NAME | Sonia Carcelén-García |
| GIVEN NAMES | Sonia |
| FAMILY NAME | Carcelén-García |
| SIGNATURE | CARCELÉN-GARCÍA S |
| AFFILIATIONS | Universidad Complutense de Madrid |
| ORCID | 0000-0003-4166-5829 |
| VERIFIED | Yes |
| TOTAL WORKS | 17 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 17 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1970 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Between fun and danger: Perception of risk in digital leisure among adolescents
Digital entertainment has become very important in the lives of adolescents, generating new opportunities but also exposing them to potential risks. This study aims to analyse the perception of risk in adolescent digital leisure activities, identifying the main empirical dimensions structuring this perception and evaluating its impact especially in the digital gaming sector. Cross-sectional quantitative research has been carried out through an on…
Environmental activism and sustainable communication of B-Corp fashion brands on Instagram: Best practices, emerging opportunities, and remaining challenges
Born-sustainable fashion brands are gaining increasing visibility within the fashion industry due to their strong commitment to climate neutrality, innovative business models based on recycled and upcycled materials, and the development of circular services that extend garment performance and durability. Equally central to their purpose is raising global awareness of critical environmental challenges. Social media platforms have become key arenas…
Typology of young people in digital environments: Identifying vulnerability patterns
Young people have naturally transferred a large part of their daily activities to the digital environment, a space that contributes to the construction of their identity and personal maturity. Despite the intensive use that young people make of the Internet and social networks, they are not aware of the dangers that can be found on the network, which makes them a vulnerable audience that must be protected. To improve their knowledge of these issu…
Inteligencia Artificial y Estereotipos de Género: Desafíos y Oportunidades
Inteligencia Artificial y Estereotipos de Género: Desafíos y Oportunidades
La Influencia de los Prescriptores en las Decisiones de los Jugadores Online
En el contexto de las apuestas online, los prescriptores juegan un papel clave en la promoción de las plataformas. Estos prescriptores incluyen a influencers, expertos en deportes, tipsters, streamers, jugadores profesionales y a figuras públicas. Este trabajo identifica las características de los prescriptores desde su impacto sobre los jugadores jóvenes. La metodología aplicada consiste en una comunidad digital en la que los participantes, jóve…
Online Risk Behaviours Among Adolescents: Identifying Areas of Digital Vulnerability
As a period during which they undergo important physical, emotional and social changes, adolescence is of great importance for minors. In addition, adolescence is an initial stage in terms of children's use of their own mobile devices and their first access to the internet and social networks, an activity that becomes a generalised habit in late adolescence. Here, a qualitative study is performed using 3 discussion groups with Spanish adolescents…
Estrategias de marketing digital de las operadoras de juego online y su impacto sobre los jóvenes. Una perspectiva desde el marketing responsable
La adicción a los juegos de azar online entre los jóvenes lleva años de crecimiento sostenido. Las actividades de marketing on y offline de las opera doras de juego son una de las principales razones por las que esta situación se está agravando. A pesar de que desde los Gobiernos se están tomando tímidamente medidas de control de la actividad, la innovación en este sector hace muy complicado recoger todas las acciones de marketing que aumentan el…
A Holistic and Multidimensional Methodology Proposal for a Persona with Total Visual Impairment Archetype on the Web
The web was conceived in 1997 with the goal of universal accessibility. However, it still presents obstacles for users with diverse abilities. Although interactions in digital environments have improved the quality of life for many people, they remain a source of limitations and frustrations, up to twice as much for users with total visual impairment, which is commonly known as blindness. This article emphasizes the need to provide designers and …
La percepción de las familias sobre el juego de azar online factores de riesgo asociados a los menores
El objeto del artículo se centra en analizar la influencia de diversos factores demográficos y del hogar, así como de opinión sobre la publicidad y legislación, en la percepción de las familias sobre el riesgo del juego online en el colectivo de jóvenes y menores. Para ello, se ha realizado un estudio cuantitativo a través de encuesta a 591 individuos, representantes de los hogares españoles. Como resultado se identifica el perfil de los segmento…
Digital vulnerability in young people: Gender, age and online participation patterns
While the Internet is an important social environment, it can also be a devastating place with negative consequences for young people’s psychological well-being. This study examined associations among sociodemographic factors with patterns of participation in online activities such as gambling, betting, online shopping, videogames and eGames. A chi-square-test, Mann-Whitney U-test and multivariate correspondence analysis of an online survey admin…
Young People’s Perception of the Danger of Risky Online Activities: Behaviours, Emotions and Attitudes Associated with Their Digital Vulnerability
Digital leisure has become the main reason young people make use of the Internet and social media. Previous research shows the danger of certain activities in the online environment. Of particular concern are those of a recreational nature, which are more socially accepted by young people; among them one can find: online gambling and betting, online shopping and eGames, and the consumption of content on social media. This study aims to identify t…
Autorregulación en las plataformas de juego de azar online. Estrategias de marketing y responsabilidad social ante los jóvenes: Estrategias de marketing y responsabilidad social ante los jóvenes
Ante la expansión del juego de azar online los agentes implicados están buscando fórmulas para minimizar el riesgo para los jóvenes, que son especialmente vulnerables. El estudio de caso múltiple, que analiza las plataformas web de seis operadores de apuestas, determina que todas incluyen microsites y aplicaciones de juego responsable, que presentan diferencias significativas en la calidad de la experiencia de juego responsable del segmento joven…
El proceso de cocreación de marca a través del eWOM: Perfil, actitud y comportamiento de los usuarios
El concepto de cocreación de marca ha sido ampliamente tratado en trabajos académicos durante los últimos 15 años y, aunque todavía no se ha alcanzado un consenso en su definición y alcance, los expertos reconocen la eficacia de esta actividad que relaciona de forma directa las marcas con los distintos stakeholders, en particular con los clientes. Se han realizado importantes aportaciones en la descripción de este fenómeno, y en las motivaciones …
Sexualización infantil en Internet
Los niños están presentes cada vez más en determinados medios digitales, donde los mensajes comerciales apelan directamente a su participación, facilitando expresar su identidad y establecer relaciones con sus iguales, que se convierten en líderes de opinión. El objetivo de este estudio exploratorio inicial y pionero en el formato digital en España es conocer la percepción que tienen las niñas sobre otras niñas sexualizadas en la publicidad de mo…
Mobile phone useby university students in Madrid: A management-based typology during times of learning
The use of mobile phones by the so-called millennials (population under the age of 34) has resulted in behavioural changes, while also affecting how they approach their university experience. Despite the advantages of the invasion of ICTs in educational centres, many studies have examined the relationship between mobile phone use in classrooms and its effects on the student’s academic performance. A quantitative study based on a questionnaire was…
Image of Luxury Brands: A Question of Style and Personality
The luxury market has experienced considerable growth over recent years, being one of the sectors that have been the most resistant to the current economic recession. Selective fragrances make up one of the primary categories of the so-called accessible luxury consumed by a middle class that is seeking to approach the upper classes by copying their lifestyle. Despite the importance of this market, there is relatively little literature existing in…
Mobile phone use by university students in Madrid: A management-based typology during times of learning
The use of mobile phones by the so-called millennials (population under the age of 34) has resulted in behavioural changes, while also affecting how they approach their university experience. Despite the advantages of the invasion of ICTs in educational centres, many studies have examined the relationship between mobile phone use in classrooms and its effects on the student’s academic performance. A quantitative study based on a questionnaire was…
Mobile phone use by university students in Madrid: A management-based typology during times of learning
The use of mobile phones by the so-called millennials (population under the age of 34) has resulted in behavioural changes, while also affecting how they approach their university experience. Despite the advantages of the invasion of ICTs in educational centres, many studies have examined the relationship between mobile phone use in classrooms and its effects on the student’s academic performance. A quantitative study based on a questionnaire was…
Mobile phone use by university students in Madrid: A management-based typology during times of learning
The use of mobile phones by the so-called millennials (population under the age of 34) has resulted in behavioural changes, while also affecting how they approach their university experience. Despite the advantages of the invasion of ICTs in educational centres, many studies have examined the relationship between mobile phone use in classrooms and its effects on the student’s academic performance. A quantitative study based on a questionnaire was…
Image of Luxury Brands: A Question of Style and Personality
The luxury market has experienced considerable growth over recent years, being one of the sectors that have been the most resistant to the current economic recession. Selective fragrances make up one of the primary categories of the so-called accessible luxury consumed by a middle class that is seeking to approach the upper classes by copying their lifestyle. Despite the importance of this market, there is relatively little literature existing in…
Mobile phone useby university students in Madrid: A management-based typology during times of learning
The use of mobile phones by the so-called millennials (population under the age of 34) has resulted in behavioural changes, while also affecting how they approach their university experience. Despite the advantages of the invasion of ICTs in educational centres, many studies have examined the relationship between mobile phone use in classrooms and its effects on the student’s academic performance. A quantitative study based on a questionnaire was…
Sexualización infantil en Internet
Los niños están presentes cada vez más en determinados medios digitales, donde los mensajes comerciales apelan directamente a su participación, facilitando expresar su identidad y establecer relaciones con sus iguales, que se convierten en líderes de opinión. El objetivo de este estudio exploratorio inicial y pionero en el formato digital en España es conocer la percepción que tienen las niñas sobre otras niñas sexualizadas en la publicidad de mo…
Autorregulación en las plataformas de juego de azar online. Estrategias de marketing y responsabilidad social ante los jóvenes: Estrategias de marketing y responsabilidad social ante los jóvenes
Ante la expansión del juego de azar online los agentes implicados están buscando fórmulas para minimizar el riesgo para los jóvenes, que son especialmente vulnerables. El estudio de caso múltiple, que analiza las plataformas web de seis operadores de apuestas, determina que todas incluyen microsites y aplicaciones de juego responsable, que presentan diferencias significativas en la calidad de la experiencia de juego responsable del segmento joven…
El proceso de cocreación de marca a través del eWOM: Perfil, actitud y comportamiento de los usuarios
El concepto de cocreación de marca ha sido ampliamente tratado en trabajos académicos durante los últimos 15 años y, aunque todavía no se ha alcanzado un consenso en su definición y alcance, los expertos reconocen la eficacia de esta actividad que relaciona de forma directa las marcas con los distintos stakeholders, en particular con los clientes. Se han realizado importantes aportaciones en la descripción de este fenómeno, y en las motivaciones …
Digital vulnerability in young people: Gender, age and online participation patterns
While the Internet is an important social environment, it can also be a devastating place with negative consequences for young people’s psychological well-being. This study examined associations among sociodemographic factors with patterns of participation in online activities such as gambling, betting, online shopping, videogames and eGames. A chi-square-test, Mann-Whitney U-test and multivariate correspondence analysis of an online survey admin…
Young People’s Perception of the Danger of Risky Online Activities: Behaviours, Emotions and Attitudes Associated with Their Digital Vulnerability
Digital leisure has become the main reason young people make use of the Internet and social media. Previous research shows the danger of certain activities in the online environment. Of particular concern are those of a recreational nature, which are more socially accepted by young people; among them one can find: online gambling and betting, online shopping and eGames, and the consumption of content on social media. This study aims to identify t…
Estrategias de marketing digital de las operadoras de juego online y su impacto sobre los jóvenes. Una perspectiva desde el marketing responsable
La adicción a los juegos de azar online entre los jóvenes lleva años de crecimiento sostenido. Las actividades de marketing on y offline de las opera doras de juego son una de las principales razones por las que esta situación se está agravando. A pesar de que desde los Gobiernos se están tomando tímidamente medidas de control de la actividad, la innovación en este sector hace muy complicado recoger todas las acciones de marketing que aumentan el…
A Holistic and Multidimensional Methodology Proposal for a Persona with Total Visual Impairment Archetype on the Web
The web was conceived in 1997 with the goal of universal accessibility. However, it still presents obstacles for users with diverse abilities. Although interactions in digital environments have improved the quality of life for many people, they remain a source of limitations and frustrations, up to twice as much for users with total visual impairment, which is commonly known as blindness. This article emphasizes the need to provide designers and …
La percepción de las familias sobre el juego de azar online factores de riesgo asociados a los menores
El objeto del artículo se centra en analizar la influencia de diversos factores demográficos y del hogar, así como de opinión sobre la publicidad y legislación, en la percepción de las familias sobre el riesgo del juego online en el colectivo de jóvenes y menores. Para ello, se ha realizado un estudio cuantitativo a través de encuesta a 591 individuos, representantes de los hogares españoles. Como resultado se identifica el perfil de los segmento…
Environmental activism and sustainable communication of B-Corp fashion brands on Instagram: Best practices, emerging opportunities, and remaining challenges
Born-sustainable fashion brands are gaining increasing visibility within the fashion industry due to their strong commitment to climate neutrality, innovative business models based on recycled and upcycled materials, and the development of circular services that extend garment performance and durability. Equally central to their purpose is raising global awareness of critical environmental challenges. Social media platforms have become key arenas…
Typology of young people in digital environments: Identifying vulnerability patterns
Young people have naturally transferred a large part of their daily activities to the digital environment, a space that contributes to the construction of their identity and personal maturity. Despite the intensive use that young people make of the Internet and social networks, they are not aware of the dangers that can be found on the network, which makes them a vulnerable audience that must be protected. To improve their knowledge of these issu…
Inteligencia Artificial y Estereotipos de Género: Desafíos y Oportunidades
Inteligencia Artificial y Estereotipos de Género: Desafíos y Oportunidades
La Influencia de los Prescriptores en las Decisiones de los Jugadores Online
En el contexto de las apuestas online, los prescriptores juegan un papel clave en la promoción de las plataformas. Estos prescriptores incluyen a influencers, expertos en deportes, tipsters, streamers, jugadores profesionales y a figuras públicas. Este trabajo identifica las características de los prescriptores desde su impacto sobre los jugadores jóvenes. La metodología aplicada consiste en una comunidad digital en la que los participantes, jóve…
Online Risk Behaviours Among Adolescents: Identifying Areas of Digital Vulnerability
As a period during which they undergo important physical, emotional and social changes, adolescence is of great importance for minors. In addition, adolescence is an initial stage in terms of children's use of their own mobile devices and their first access to the internet and social networks, an activity that becomes a generalised habit in late adolescence. Here, a qualitative study is performed using 3 discussion groups with Spanish adolescents…
Between fun and danger: Perception of risk in digital leisure among adolescents
Digital entertainment has become very important in the lives of adolescents, generating new opportunities but also exposing them to potential risks. This study aims to analyse the perception of risk in adolescent digital leisure activities, identifying the main empirical dimensions structuring this perception and evaluating its impact especially in the digital gaming sector. Cross-sectional quantitative research has been carried out through an on…
Impact of Technology on Adolescents (7 works) · Humanities (6 works) · Psychology (6 works) · Art (5 works) · Computer Science (5 works) · Sociology (4 works) · Advertising (3 works) · Business (3 works) · Communication and COVID-19 Impact (3 works) · Digital Games and Media (3 works)