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Marta Fernández-Ruiz

Biographic Data

ID4971065
NAMEMarta Fernández-Ruiz
GIVEN NAMESMarta
FAMILY NAMEFernández-Ruiz
SIGNATUREFERNÁNDEZ-RUIZ M
AFFILIATIONSUniversitat Politècnica de Catalunya
ORCID0000-0002-3004-3242
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS1
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Playful green utopias

    Open Access•Marta Fernández-Ruiz, Lasse Loepfe•ARTICLE•Convergence The International…•2026

    This study assesses climate imaginaries and utopian proposals within solarpunk video games, understanding solarpunk as a subgenre of speculative fiction that mainly envisions sustainable futures in opposition to today’s prevailing dystopian narratives. Employing a mixed-methods approach that combines thematic and content analysis of 62 titles from the Itch.io and Steam platforms, the research identifies five recurring thematic categories organize…

  • Video games as spaces for providing information and awareness of algorithmic control in the gig economy

    Open Access•Marta Fernández-Ruiz, Martina Piña et al.•ARTICLE•New Media & Society•2026•References: 24

    The gig economy has been explored recently in the media through videos, films, and series. Similarly, different video games have shown the ideology, values, and mechanisms that govern the gig economy. This article applies six mechanisms of algorithmic control at work to achieve a dual objective: to analyze how platform workers experience algorithmic control and to examine the extent to which video games, as a medium for raising critical awareness…

  • Edadismo y género en videojuegos indie

    Open Access•Kim Martínez, Natalia Martínez Pérez et al.•ARTICLE•Investigaciones Feministas•2024

    Los videojuegos, al igual que otros medios, han representando a los personajes femeninos según los estereotipos tradicionales de género. Sin embargo, en la última década las demandas por parte de las comunidades de jugadoras, han impulsado una evolución en este tipo de personajes haciéndolos más diversos y más complejos, con mayor peso y agencia en la acción. El videojuego The Cat Lady (Harvester Games, 2012), protagonizado por una mujer de media…

  • Action research for transformative change

    Open Access•Thami Croeser, Serge Clément et al.•ARTICLE•Sustainability Science•2024•Cited by: 1•References: 9

    As major policy actors (e.g. governments, global organisations) grapple with 'wicked’ sustainability challenges, the use of demonstration projects or ‘living labs’ has promise in showcasing potential solutions. However, these projects can struggle to realise enduring change, with initial experimental deliverables tending not to be replicated and remaining as once-offs. As well as demonstrating solutions, projects also need to overcome the conside…

  • Urbanism and Minecraft

    Carles Sora-Domenjó, Antoni Roig et al.•ARTICLE•Catalan Journal of Communication…•2023•References: 4

    This article presents a theoretical–methodological experience that combines a card game and a game jam in Minecraft to re-imagine cities. A game jam workshop was designed for the City and Science Biennial 2021 held in Barcelona with three central components: (1) the identification of urban space problems in the chosen environment, (2) the co-creation of stories about the future and improvements for the city areas using speculative storytelling te…

  • Blacksad

    Open Access•Marta Fernández-Ruiz, David García-Reyes•ARTICLE•Revista de Comunicacion•2021

    Media convergence and transmediality have led fictional worlds originally developed in graphic novels to be expanded in more recent media such as video games, where environments and characters become playable and where storytelling elements intertwine with game mechanics and rules. This work aims to study the graphic novel saga Blacksad (Díaz Canales and Guarnido, 2001) and the video game Blacksad: Under the Skin (Pendulo Studios, 2019) in order …

  • Action research for transformative change

    Open Access•Thami Croeser, Serge Clément et al.•ARTICLE•Sustainability Science•2024•Cited by: 1•References: 9

    As major policy actors (e.g. governments, global organisations) grapple with 'wicked’ sustainability challenges, the use of demonstration projects or ‘living labs’ has promise in showcasing potential solutions. However, these projects can struggle to realise enduring change, with initial experimental deliverables tending not to be replicated and remaining as once-offs. As well as demonstrating solutions, projects also need to overcome the conside…

  • Blacksad

    Open Access•Marta Fernández-Ruiz, David García-Reyes•ARTICLE•Revista de Comunicacion•2021

    Media convergence and transmediality have led fictional worlds originally developed in graphic novels to be expanded in more recent media such as video games, where environments and characters become playable and where storytelling elements intertwine with game mechanics and rules. This work aims to study the graphic novel saga Blacksad (Díaz Canales and Guarnido, 2001) and the video game Blacksad: Under the Skin (Pendulo Studios, 2019) in order …

  • Urbanism and Minecraft

    Carles Sora-Domenjó, Antoni Roig et al.•ARTICLE•Catalan Journal of Communication…•2023•References: 4

    This article presents a theoretical–methodological experience that combines a card game and a game jam in Minecraft to re-imagine cities. A game jam workshop was designed for the City and Science Biennial 2021 held in Barcelona with three central components: (1) the identification of urban space problems in the chosen environment, (2) the co-creation of stories about the future and improvements for the city areas using speculative storytelling te…

  • Edadismo y género en videojuegos indie

    Open Access•Kim Martínez, Natalia Martínez Pérez et al.•ARTICLE•Investigaciones Feministas•2024

    Los videojuegos, al igual que otros medios, han representando a los personajes femeninos según los estereotipos tradicionales de género. Sin embargo, en la última década las demandas por parte de las comunidades de jugadoras, han impulsado una evolución en este tipo de personajes haciéndolos más diversos y más complejos, con mayor peso y agencia en la acción. El videojuego The Cat Lady (Harvester Games, 2012), protagonizado por una mujer de media…

  • Action research for transformative change

    Open Access•Thami Croeser, Serge Clément et al.•ARTICLE•Sustainability Science•2024•Cited by: 1•References: 9

    As major policy actors (e.g. governments, global organisations) grapple with 'wicked’ sustainability challenges, the use of demonstration projects or ‘living labs’ has promise in showcasing potential solutions. However, these projects can struggle to realise enduring change, with initial experimental deliverables tending not to be replicated and remaining as once-offs. As well as demonstrating solutions, projects also need to overcome the conside…

  • Playful green utopias

    Open Access•Marta Fernández-Ruiz, Lasse Loepfe•ARTICLE•Convergence The International…•2026

    This study assesses climate imaginaries and utopian proposals within solarpunk video games, understanding solarpunk as a subgenre of speculative fiction that mainly envisions sustainable futures in opposition to today’s prevailing dystopian narratives. Employing a mixed-methods approach that combines thematic and content analysis of 62 titles from the Itch.io and Steam platforms, the research identifies five recurring thematic categories organize…

  • Video games as spaces for providing information and awareness of algorithmic control in the gig economy

    Open Access•Marta Fernández-Ruiz, Martina Piña et al.•ARTICLE•New Media & Society•2026•References: 24

    The gig economy has been explored recently in the media through videos, films, and series. Similarly, different video games have shown the ideology, values, and mechanisms that govern the gig economy. This article applies six mechanisms of algorithmic control at work to achieve a dual objective: to analyze how platform workers experience algorithmic control and to examine the extent to which video games, as a medium for raising critical awareness…

Art (3 works) · Computer Science (3 works) · Digital Games and Media (3 works) · Human–computer interaction (3 works) · Multimedia (3 works) · Affordance (2 works) · Educational Games and Gamification (2 works) · Impact of Technology on Adolescents (2 works) · Literature (2 works) · Narrative (2 works)

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