Miguel Ángel Nicolás Ojeda
Biographic Data
| ID | 177967 |
|---|---|
| NAME | Miguel Ángel Nicolás Ojeda |
| GIVEN NAMES | Miguel Ángel Nicolás |
| FAMILY NAME | Ojeda |
| SIGNATURE | OJEDA M Á N |
| AFFILIATIONS | Universidad de Murcia |
| ORCID | 0000-0003-0356-8227 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Digital communities and non-suicidal self-harm (NSSH): Young people’s languages on the X social network
This paper examines non-suicidal self-harm (NSSH) among adolescents and young people from a digital communication perspective, focusing on the textual and visual language used on the social networking platform X. Young users interact by creating profiles and digital communities centered on NSSH, which facilitates the dissemination and consumption of related content. The study employed a mixed-methods approach, combining quantitative data collecti…
Redes Sociales y Autolesiones: Estudio sobre su Percepción entre Jóvenes Universitarios en España
El aumento de las autolesiones no suicidas (ANS) entre jóvenes ha intensificado el debate sobre el papel de las redes sociales como espacios de información, socialización y riesgo para la salud mental. Este estudio analiza la percepción de estudiantes universitarios en España acerca de las ANS y la necesidad de regulación de contenidos digitales. Mediante una encuesta a 1011 participantes, se observa que el 31% identifica las redes sociales como …
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…
Advertising on Video-Sharing Platforms in the Toy and Food Categories in Spain
This article reviews the advertising content on the YouTube channels featuring kid influencers with the highest number of subscribers in Spain. The goal is to observe the evolution of the elements that define this type of content as advertising content, even though the vast majority of the advertising content is not labelled as such. An analysis was conducted of all the videos posted during the 2022 Christmas period on the 15 YouTube channels wit…
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…
Representation of children and families in TV toy advertisements: A comparative study of Israel, Britain, and Spain
This article offers a comparative overview of the representation of children and families in TV toy advertisements in Israel, Britain and Spain. It focuses on identifying the similarities and differences between the ads tasked with representing children in relation to specific products in different cultural environments. To a lesser extent, the article contributes, through its data, to exploring how advertisements adapt to each of the social and …
Kid Youtubers in Spain and Their Practices as Toy Marketing Influencers on YouTube
This paper analyses the audio-visual content of the channels of Spanish child YouTubers in which the children interact with toys within a certain narrative to promote them and raise brand awareness without their audience identifying that content as advertising. The paper compares the data on the videos analysed during and outside the Christmas period, focusing on channels with the highest numbers of followers. The Spanish case is significant as i…
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 …
Gender representation in advertising of toys in the Christmas period (2009-12)
This paper analyzes the representation of children’s gender in toy advertising on television during three different periods. To achieve our purpose, this study examines seven variables: Toy typologies, Gender, Values, Voiceovers, Period, Actions depicted and Interaction between characters. These variables are taken from previous works that have studied the uses and preferences in toy selection according to gender, and research that studies the wa…
Gender representation in advertising of toys in the Christmas period (2009-12)
This paper analyzes the representation of children’s gender in toy advertising on television during three different periods. To achieve our purpose, this study examines seven variables: Toy typologies, Gender, Values, Voiceovers, Period, Actions depicted and Interaction between characters. These variables are taken from previous works that have studied the uses and preferences in toy selection according to gender, and research that studies the wa…
Representation of children and families in TV toy advertisements: A comparative study of Israel, Britain, and Spain
This article offers a comparative overview of the representation of children and families in TV toy advertisements in Israel, Britain and Spain. It focuses on identifying the similarities and differences between the ads tasked with representing children in relation to specific products in different cultural environments. To a lesser extent, the article contributes, through its data, to exploring how advertisements adapt to each of the social and …
Kid Youtubers in Spain and Their Practices as Toy Marketing Influencers on YouTube
This paper analyses the audio-visual content of the channels of Spanish child YouTubers in which the children interact with toys within a certain narrative to promote them and raise brand awareness without their audience identifying that content as advertising. The paper compares the data on the videos analysed during and outside the Christmas period, focusing on channels with the highest numbers of followers. The Spanish case is significant as i…
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 …
Gender representation in advertising of toys in the Christmas period (2009-12)
This paper analyzes the representation of children’s gender in toy advertising on television during three different periods. To achieve our purpose, this study examines seven variables: Toy typologies, Gender, Values, Voiceovers, Period, Actions depicted and Interaction between characters. These variables are taken from previous works that have studied the uses and preferences in toy selection according to gender, and research that studies the wa…
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 …
Representation of children and families in TV toy advertisements: A comparative study of Israel, Britain, and Spain
This article offers a comparative overview of the representation of children and families in TV toy advertisements in Israel, Britain and Spain. It focuses on identifying the similarities and differences between the ads tasked with representing children in relation to specific products in different cultural environments. To a lesser extent, the article contributes, through its data, to exploring how advertisements adapt to each of the social and …
Kid Youtubers in Spain and Their Practices as Toy Marketing Influencers on YouTube
This paper analyses the audio-visual content of the channels of Spanish child YouTubers in which the children interact with toys within a certain narrative to promote them and raise brand awareness without their audience identifying that content as advertising. The paper compares the data on the videos analysed during and outside the Christmas period, focusing on channels with the highest numbers of followers. The Spanish case is significant as i…
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…
Advertising on Video-Sharing Platforms in the Toy and Food Categories in Spain
This article reviews the advertising content on the YouTube channels featuring kid influencers with the highest number of subscribers in Spain. The goal is to observe the evolution of the elements that define this type of content as advertising content, even though the vast majority of the advertising content is not labelled as such. An analysis was conducted of all the videos posted during the 2022 Christmas period on the 15 YouTube channels wit…
Redes Sociales y Autolesiones: Estudio sobre su Percepción entre Jóvenes Universitarios en España
El aumento de las autolesiones no suicidas (ANS) entre jóvenes ha intensificado el debate sobre el papel de las redes sociales como espacios de información, socialización y riesgo para la salud mental. Este estudio analiza la percepción de estudiantes universitarios en España acerca de las ANS y la necesidad de regulación de contenidos digitales. Mediante una encuesta a 1011 participantes, se observa que el 31% identifica las redes sociales como …
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…
Digital communities and non-suicidal self-harm (NSSH): Young people’s languages on the X social network
This paper examines non-suicidal self-harm (NSSH) among adolescents and young people from a digital communication perspective, focusing on the textual and visual language used on the social networking platform X. Young users interact by creating profiles and digital communities centered on NSSH, which facilitates the dissemination and consumption of related content. The study employed a mixed-methods approach, combining quantitative data collecti…
Political science (6 works) · Art (5 works) · Sociology (5 works) · Advertising (4 works) · Business (4 works) · Media, Gender, and Advertising (4 works) · Politics (4 works) · Aesthetics (3 works) · Consumer Behavior in Brand Consumption and Identification (3 works) · Law (3 works)