Alejandro Muñoz-Guerado
Biographic Data
| ID | 6817137 |
|---|---|
| NAME | Alejandro Muñoz-Guerado |
| GIVEN NAMES | Alejandro |
| FAMILY NAME | Muñoz-Guerado |
| SIGNATURE | MUÑOZ-GUERADO A |
| AFFILIATIONS | Universidad Complutense de Madrid |
| ORCID | 0000-0002-1105-1423 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 1 |
The educational potential of video games in the deconstruction of hegemonic masculinity through the Vigliam method (Video Games Literacy From Alternative Masculinities)
Generally, male video game characters represent a hegemonic masculinity based on a patriarchal system that shows as a protagonist and dominant a white, western, heterosexual, wealthy male, disabled man and anti-ecologist. Videogames are one of the most consumed entertainment industry products worldwide. For students, video games are spaces where to find their masculine identity. Therefore, education must include video games. Video games are used …
The erasure of female representation in geek spaces as an element for the construction of Geek identity
In the following article we aim to depict the complex threefold relationship between the phenomenon of the second digital divide that plagues women inside entertainment spaces, the theoretical framework of post-sexism and the construction of Geek identity as a besieged, discriminated space. Our purpose is to highlight how the construction of Geek identity was based on both the exclusion of women from geek spaces and the creation of a melodramatic…
The erasure of female representation in geek spaces as an element for the construction of Geek identity
In the following article we aim to depict the complex threefold relationship between the phenomenon of the second digital divide that plagues women inside entertainment spaces, the theoretical framework of post-sexism and the construction of Geek identity as a besieged, discriminated space. Our purpose is to highlight how the construction of Geek identity was based on both the exclusion of women from geek spaces and the creation of a melodramatic…
The erasure of female representation in geek spaces as an element for the construction of Geek identity
In the following article we aim to depict the complex threefold relationship between the phenomenon of the second digital divide that plagues women inside entertainment spaces, the theoretical framework of post-sexism and the construction of Geek identity as a besieged, discriminated space. Our purpose is to highlight how the construction of Geek identity was based on both the exclusion of women from geek spaces and the creation of a melodramatic…
The educational potential of video games in the deconstruction of hegemonic masculinity through the Vigliam method (Video Games Literacy From Alternative Masculinities)
Generally, male video game characters represent a hegemonic masculinity based on a patriarchal system that shows as a protagonist and dominant a white, western, heterosexual, wealthy male, disabled man and anti-ecologist. Videogames are one of the most consumed entertainment industry products worldwide. For students, video games are spaces where to find their masculine identity. Therefore, education must include video games. Video games are used …
Aesthetics (2 works) · Art (2 works) · Digital Games and Media (2 works) · Gender Studies (2 works) · Political science (2 works) · Politics (2 works) · Sociology (2 works) · Cinema and Media Studies (1 work) · Computer Science (1 work) · Educational Games and Gamification (1 work)