César San Nicolás Romera
Biographic Data
| ID | 177966 |
|---|---|
| NAME | César San Nicolás Romera |
| GIVEN NAMES | César San Nicolás |
| FAMILY NAME | Romera |
| SIGNATURE | ROMERA C S N |
| AFFILIATIONS | Universidad de Murcia |
| ORCID | 0000-0002-5138-0037 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Social branding and think tanks in the banking sector in Spain
Introduction This paper offers a study of branding strategies in the Spanish banking sector, focusing on corporate narratives of a social nature and their relationship with the ideas and trends proposed by Spanish think tanks specialising in the sector. Based on the evolution observed in brand communication strategies following the 2007 economic crisis, we aim to study the redefinition of a new commercial and social narrative for banks through fo…
Identidad, Femineidad y Empoderamiento. Una propuesta de análisis publicitario para la campaña “Con Mucho Acento” de Cervezas Cruzcampo (España)
El objeto de esta investigación es analizar la imbricación de los discursos sociales con el fenómeno publicitario y con el resto de los fenómenos de naturaleza axiológica, simbólica e ideológica que aparecen adheridos a él. En el caso que nos ocupa, la discusión sobre identidad, feminidad y empoderamiento sirve de base para presentar un método de análisis que aplicamos, en esta ocasión, a la campaña publicitaria “Con mucho acento” de Cervezas Cru…
Near-Death Experience in Video Games or How Looking Death in the Eyes Can Be a Sales Concept: The Case of Blasphemous from an Anthropological, Metaphysical, and Promotional Standpoint
Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating cu…
Video Games Set in the Middle Ages: Time Spans, Plots, and Genres
Within the study of video games, there is a burgeoning interest in the phenomenon of historical representation; nonetheless, few studies have centered on the reflection of particular eras of History, such as the Middle Ages and the effect of this on interpretations of culture and potential pedagogical applications with respect to this specific period of time. In this study, we present and discuss the compilation and content of a database of over …
La representación publicitaria en el contexto simbólico-tecnológico de la era del acceso
The aim of this article is to develop crucial points in order to analyze and describe the evolution of social and life styles as they expressed in the frame of new technologies. In such context, new technologies operate as a structural base for social representation within the professional and symbolic activity of media, and thus it shows to be a key element in order to understand the role of information, persuasion and entertainment discourses i…
Concepciones de lo persuasivo: La publicidad como retórica polivalente
In this paper, we try to approach at relationships between Rhetoric, like persuassion ars, and Advertising, understood like multipurposal tekné as able to influence upon purchase decisions of its targets. We pretend to make a review about different persuassion trends, to establish those common fronts to both. A reflection about persuasion is also a search of social speeches sense, between which we found, of course, the advertising one
Video Games Set in the Middle Ages: Time Spans, Plots, and Genres
Within the study of video games, there is a burgeoning interest in the phenomenon of historical representation; nonetheless, few studies have centered on the reflection of particular eras of History, such as the Middle Ages and the effect of this on interpretations of culture and potential pedagogical applications with respect to this specific period of time. In this study, we present and discuss the compilation and content of a database of over …
La representación publicitaria en el contexto simbólico-tecnológico de la era del acceso
The aim of this article is to develop crucial points in order to analyze and describe the evolution of social and life styles as they expressed in the frame of new technologies. In such context, new technologies operate as a structural base for social representation within the professional and symbolic activity of media, and thus it shows to be a key element in order to understand the role of information, persuasion and entertainment discourses i…
Concepciones de lo persuasivo: La publicidad como retórica polivalente
In this paper, we try to approach at relationships between Rhetoric, like persuassion ars, and Advertising, understood like multipurposal tekné as able to influence upon purchase decisions of its targets. We pretend to make a review about different persuassion trends, to establish those common fronts to both. A reflection about persuasion is also a search of social speeches sense, between which we found, of course, the advertising one
Video Games Set in the Middle Ages: Time Spans, Plots, and Genres
Within the study of video games, there is a burgeoning interest in the phenomenon of historical representation; nonetheless, few studies have centered on the reflection of particular eras of History, such as the Middle Ages and the effect of this on interpretations of culture and potential pedagogical applications with respect to this specific period of time. In this study, we present and discuss the compilation and content of a database of over …
Near-Death Experience in Video Games or How Looking Death in the Eyes Can Be a Sales Concept: The Case of Blasphemous from an Anthropological, Metaphysical, and Promotional Standpoint
Death is common in video games and one of the key elements to achieve bestseller status. From an anthropological perspective, near-death experience in video games enables the player to encounter familiarity with this uncharted phenomenon through interaction–which is necessary to understand and include it naturally in life from a metaphysical point of view–given the recreationalcommunicative nature of video games and their capacity for creating cu…
Identidad, Femineidad y Empoderamiento. Una propuesta de análisis publicitario para la campaña “Con Mucho Acento” de Cervezas Cruzcampo (España)
El objeto de esta investigación es analizar la imbricación de los discursos sociales con el fenómeno publicitario y con el resto de los fenómenos de naturaleza axiológica, simbólica e ideológica que aparecen adheridos a él. En el caso que nos ocupa, la discusión sobre identidad, feminidad y empoderamiento sirve de base para presentar un método de análisis que aplicamos, en esta ocasión, a la campaña publicitaria “Con mucho acento” de Cervezas Cru…
Social branding and think tanks in the banking sector in Spain
Introduction This paper offers a study of branding strategies in the Spanish banking sector, focusing on corporate narratives of a social nature and their relationship with the ideas and trends proposed by Spanish think tanks specialising in the sector. Based on the evolution observed in brand communication strategies following the 2007 economic crisis, we aim to study the redefinition of a new commercial and social narrative for banks through fo…
Political science (5 works) · Art (4 works) · Computer Science (4 works) · Sociology (4 works) · Business (3 works) · Philosophy (3 works) · Politics (3 works) · Psychology (3 works) · Social Psychology (3 works) · Advertising and Communication Studies (2 works)