José Borja Arjona Martín
Biographic Data
| ID | 6660416 |
|---|---|
| NAME | José Borja Arjona Martín |
| GIVEN NAMES | José Borja Arjona |
| FAMILY NAME | Martín |
| SIGNATURE | MARTÍN J B A |
| AFFILIATIONS | Universidad de Granada |
| ORCID | 0000-0003-3094-0020 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Crowdfunding in the production of video games in Spain
This research addresses the use of crowdfunding platforms for the development of video games in Spain. It is part of the group of platform-centred research in order to develop a quantitative analysis of the data contained in them. Specifically, the data provided by Kickstarter for Spanish video game development projects is analysed. Normality tests indicated that the variables do not follow a normal distribution, hence non-parametric tests were u…
La experiencia de usuario (UX) como marco conceptual para la evaluación y el diseño de sistemas de comunicación e interacción en el ámbito de la salud
Convergencia de medios. Plataformas audiovisuales por Internet (Over-The-Top) y su impacto en el mercado audiovisual en España
Introducción. De entre la oferta actual de televisión de pago destaca el impacto de los operadores OTT (servicios audiovisuales en streaming) en la transformación del panorama actual del mercado audiovisual español. Objetivos e Hipótesis. El objetivo general consiste en analizar la situación actual del panorama televisivo en España y compararlo con los datos disponibles acerca de la irrupción de los operadores OTT. Partimos de la hipótesis que pl…
Virality as a paradigm of digital communication. Review of the concept and update of the theoretical framework
Viral communication has experienced noticeable changes since its first definition by Rushkoff in 1994. Some changes have been of such a nature that they have rendered the notions employed at the end of the last century and at the start of the 21st century obsolete. This present article tries to update and synthesize the concept of virality as the backbone of the current forms of communication and, especially, those that are born and triggered in …
Semiótica Digital en La Serie De Ficción El Ministerio Del Tiempo
El artículo estudia la serie de ficción española El Ministerio del Tiempo como ejemplo de fenómeno narrativo diferente, sociocultural y colaborativo que explota las diferentes formas de transtextualidad gracias a la tecnología. Se emplea una metodología inductiva sobre la expansión transmedia de los relatos televisivos y un análisis del mundo narrativo transmedia de la serie desde una perspectiva semiótico-comunicacional. Se completa con una entr…
Web-based video services. A quantitative and descriptive study
A quantitative and descriptive analysis of two hundred web-based video services is presented with an aim to shape the characteristics of these new audiovisual media and their relationship with users. The convergence of traditional television features with new media functionalities is determined via a statistical analysis based on observational techniques. Through a statistical analysis we identify the relationships between the established variabl…
Los servicios audiovisuales por Internet de las universidades españolas
Audiovisual services for IP networks are now fully consolidated. The opportunities that could provide an Internet audiovisual channel are very interesting for universities. We analyze audiovisual web services from a significant number of spanish universities, in search of the interactive and unidirectional level of their capabilities. With this general aim it is proposed a quantitative analysis model that provides comparable values in each of the…
El nacimiento del “Emplazamiento de Producto” en el contexto de la I Guerra Mundial
Both the First and the Second World War meant the beginning of most of the technologies, concepts and formats that have to do with contemporary communication, especially with regard to propaganda and commercial communication. This research proposes the period of World War I as the most significant framework in establishing the model and concept of the technique named “product placement”, as applied to film production and circumscribed, especially…
Crowdfunding in the production of video games in Spain
This research addresses the use of crowdfunding platforms for the development of video games in Spain. It is part of the group of platform-centred research in order to develop a quantitative analysis of the data contained in them. Specifically, the data provided by Kickstarter for Spanish video game development projects is analysed. Normality tests indicated that the variables do not follow a normal distribution, hence non-parametric tests were u…
Virality as a paradigm of digital communication. Review of the concept and update of the theoretical framework
Viral communication has experienced noticeable changes since its first definition by Rushkoff in 1994. Some changes have been of such a nature that they have rendered the notions employed at the end of the last century and at the start of the 21st century obsolete. This present article tries to update and synthesize the concept of virality as the backbone of the current forms of communication and, especially, those that are born and triggered in …
El nacimiento del “Emplazamiento de Producto” en el contexto de la I Guerra Mundial
Both the First and the Second World War meant the beginning of most of the technologies, concepts and formats that have to do with contemporary communication, especially with regard to propaganda and commercial communication. This research proposes the period of World War I as the most significant framework in establishing the model and concept of the technique named “product placement”, as applied to film production and circumscribed, especially…
El nacimiento del “Emplazamiento de Producto” en el contexto de la I Guerra Mundial
Both the First and the Second World War meant the beginning of most of the technologies, concepts and formats that have to do with contemporary communication, especially with regard to propaganda and commercial communication. This research proposes the period of World War I as the most significant framework in establishing the model and concept of the technique named “product placement”, as applied to film production and circumscribed, especially…
Los servicios audiovisuales por Internet de las universidades españolas
Audiovisual services for IP networks are now fully consolidated. The opportunities that could provide an Internet audiovisual channel are very interesting for universities. We analyze audiovisual web services from a significant number of spanish universities, in search of the interactive and unidirectional level of their capabilities. With this general aim it is proposed a quantitative analysis model that provides comparable values in each of the…
Semiótica Digital en La Serie De Ficción El Ministerio Del Tiempo
El artículo estudia la serie de ficción española El Ministerio del Tiempo como ejemplo de fenómeno narrativo diferente, sociocultural y colaborativo que explota las diferentes formas de transtextualidad gracias a la tecnología. Se emplea una metodología inductiva sobre la expansión transmedia de los relatos televisivos y un análisis del mundo narrativo transmedia de la serie desde una perspectiva semiótico-comunicacional. Se completa con una entr…
Web-based video services. A quantitative and descriptive study
A quantitative and descriptive analysis of two hundred web-based video services is presented with an aim to shape the characteristics of these new audiovisual media and their relationship with users. The convergence of traditional television features with new media functionalities is determined via a statistical analysis based on observational techniques. Through a statistical analysis we identify the relationships between the established variabl…
Virality as a paradigm of digital communication. Review of the concept and update of the theoretical framework
Viral communication has experienced noticeable changes since its first definition by Rushkoff in 1994. Some changes have been of such a nature that they have rendered the notions employed at the end of the last century and at the start of the 21st century obsolete. This present article tries to update and synthesize the concept of virality as the backbone of the current forms of communication and, especially, those that are born and triggered in …
Convergencia de medios. Plataformas audiovisuales por Internet (Over-The-Top) y su impacto en el mercado audiovisual en España
Introducción. De entre la oferta actual de televisión de pago destaca el impacto de los operadores OTT (servicios audiovisuales en streaming) en la transformación del panorama actual del mercado audiovisual español. Objetivos e Hipótesis. El objetivo general consiste en analizar la situación actual del panorama televisivo en España y compararlo con los datos disponibles acerca de la irrupción de los operadores OTT. Partimos de la hipótesis que pl…
La experiencia de usuario (UX) como marco conceptual para la evaluación y el diseño de sistemas de comunicación e interacción en el ámbito de la salud
Crowdfunding in the production of video games in Spain
This research addresses the use of crowdfunding platforms for the development of video games in Spain. It is part of the group of platform-centred research in order to develop a quantitative analysis of the data contained in them. Specifically, the data provided by Kickstarter for Spanish video game development projects is analysed. Normality tests indicated that the variables do not follow a normal distribution, hence non-parametric tests were u…
Humanities (6 works) · Art (5 works) · Political science (4 works) · Communication and COVID-19 Impact (3 works) · Computer Science (3 works) · Media and Digital Communication (3 works) · Advertising (2 works) · Advertising and Communication Studies (2 works) · Business (2 works) · Geography (2 works)