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Alejandro Muñoz-Guerado

Biographic Data

ID6817137
NAMEAlejandro Muñoz-Guerado
GIVEN NAMESAlejandro
FAMILY NAMEMuñoz-Guerado
SIGNATUREMUÑOZ-GUERADO A
AFFILIATIONSUniversidad Complutense de Madrid
ORCID0000-0002-1105-1423
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS1
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2021
H-INDEX1
  • The educational potential of video games in the deconstruction of hegemonic masculinity through the Vigliam method (Video Games Literacy From Alternative Masculinities)

    Open Access•Laura Triviño Cabrera, Laura Cabrera et al.•ARTICLE•Profesorado Revista de Currículum…•2021

    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

    Alejandro Muñoz-Guerado, Laura Triviño Cabrera•ARTICLE•Catalan Journal of Communication…•2018•Cited by: 1

    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

    Alejandro Muñoz-Guerado, Laura Triviño Cabrera•ARTICLE•Catalan Journal of Communication…•2018•Cited by: 1

    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

    Alejandro Muñoz-Guerado, Laura Triviño Cabrera•ARTICLE•Catalan Journal of Communication…•2018•Cited by: 1

    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)

    Open Access•Laura Triviño Cabrera, Laura Cabrera et al.•ARTICLE•Profesorado Revista de Currículum…•2021

    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)

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