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Amalia Susana Creus

Biographic Data

ID761942
NAMEAmalia Susana Creus
GIVEN NAMESAmalia Susana
FAMILY NAMECreus
SIGNATURECREUS A S
AFFILIATIONSUniversitat Oberta de Catalunya
ORCID0000-0001-9290-8531
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS3
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Actualidad y desafíos del aprendizaje-servicio virtual en contextos de educación superior

    Open Access•María Méndez-Cañón, Adriana Ornellas-Rios-Da Silva et al.•ARTICLE•Education in the Knowledge…•2025

    Frente a la necesidad de promover acciones para el desarrollo de competencias para la Responsabilidad Social Universitaria, el Aprendizaje-Servicio (ApS) ha mostrado ser una herramienta pedagógica con un gran potencial. Sin embargo, la literatura muestra que su implementación en contextos de educación superior a distancia está todavía en desarrollo. El trabajo realiza una revisión sistemática de la literatura, siguiendo las pautas PRISMA 2020, pa…

  • Nuevas fronteras de la otredad

    Open Access•Amalia Susana Creus, Ines Martins•ARTICLE•ESTUDIOS FRONTERIZOS•2024•Cited by: 1•References: 33

    El texto presenta un estudio sobre las representaciones de la inmigración en la prensa Española de marzo de 2020 a marzo 2022, período auge de la pandemia del COVID-19 en Europa. A partir del análisis crítico del discurso de una muestra de 347 noticias publicadas en los cinco medios de prensa escrita de mayor audiencia en España, se identifican y analizan diferentes marcos discursivos - emergentes y recurrentes - en torno a la inmigración y las p…

  • What’s your game? Passion and precariousness in the digital game industry from a gameworker’s perspective

    Amalia Susana Creus, Judith Clares Gavilán et al.•ARTICLE•Creative Industries Journal•2020

    The video game industry is a paradigmatic context of new media labour that includes a great diversity of professionals, technologies and sources of funding distributed in complex transnational networks in constant flux. This study seeks to contribute to a deeper understanding of the organisational structures of the production, distribution and consumption of video games by highlighting the experiences and perspectives of the professionals working…

  • Talking about games

    Sandra Sanz Martos, Silvia Martínez-Martínez et al.•ARTICLE•Catalan Journal of Communication…•2018•Cited by: 1•References: 3

    In the digital environment, gaming is one of the activities that has generated the greatest number of fans. What is more, gaming becomes a topic of conversation between gamers/users, who leverage the potential of different communication platforms to research, collaborate, share tips and even boast of their achievements. This article seeks to describe and analyse how these gamers’ communication environments work, on the basis of the inherent chara…

  • Prácticas reales en entornos no presenciales

    Open Access•Ferrán Lalueza Bosch, Amalia Susana Creus et al.•ARTICLE•Historia y Comunicación Social•2014•References: 6

    This case study research focuses on a virtual communication agency developed to allow university students to carry out their final degree professional practices in an e-learning environment. The teaching staff involved, the participating students and also the non-profit organizations to which the agency has given free service evaluated the experience through questionnaires, focus groups and interviews. The findings validate the adequacy of the pe…

  • Fronteras que no se ven

    Open Access•Amalia Susana Creus•ARTICLE•Ciências Sociais Unisinos•2012•Cited by: 1•References: 1

    This article has its origins in my doctoral dissertation, submitted to the University of Barcelona in 2011. As a part of the investigation's theoretical framework, it explores the sociopolitical and symbolic context through which, since the mid-80s in Spain, the migration from non-EU countries has become a focus of intervention and public debate mediated by metaphors of otherness and negative differentiation. The paper explores three interrelated…

  • Nuevas fronteras de la otredad

    Open Access•Amalia Susana Creus, Ines Martins•ARTICLE•ESTUDIOS FRONTERIZOS•2024•Cited by: 1•References: 33

    El texto presenta un estudio sobre las representaciones de la inmigración en la prensa Española de marzo de 2020 a marzo 2022, período auge de la pandemia del COVID-19 en Europa. A partir del análisis crítico del discurso de una muestra de 347 noticias publicadas en los cinco medios de prensa escrita de mayor audiencia en España, se identifican y analizan diferentes marcos discursivos - emergentes y recurrentes - en torno a la inmigración y las p…

  • Talking about games

    Sandra Sanz Martos, Silvia Martínez-Martínez et al.•ARTICLE•Catalan Journal of Communication…•2018•Cited by: 1•References: 3

    In the digital environment, gaming is one of the activities that has generated the greatest number of fans. What is more, gaming becomes a topic of conversation between gamers/users, who leverage the potential of different communication platforms to research, collaborate, share tips and even boast of their achievements. This article seeks to describe and analyse how these gamers’ communication environments work, on the basis of the inherent chara…

  • Fronteras que no se ven

    Open Access•Amalia Susana Creus•ARTICLE•Ciências Sociais Unisinos•2012•Cited by: 1•References: 1

    This article has its origins in my doctoral dissertation, submitted to the University of Barcelona in 2011. As a part of the investigation's theoretical framework, it explores the sociopolitical and symbolic context through which, since the mid-80s in Spain, the migration from non-EU countries has become a focus of intervention and public debate mediated by metaphors of otherness and negative differentiation. The paper explores three interrelated…

  • Fronteras que no se ven

    Open Access•Amalia Susana Creus•ARTICLE•Ciências Sociais Unisinos•2012•Cited by: 1•References: 1

    This article has its origins in my doctoral dissertation, submitted to the University of Barcelona in 2011. As a part of the investigation's theoretical framework, it explores the sociopolitical and symbolic context through which, since the mid-80s in Spain, the migration from non-EU countries has become a focus of intervention and public debate mediated by metaphors of otherness and negative differentiation. The paper explores three interrelated…

  • Prácticas reales en entornos no presenciales

    Open Access•Ferrán Lalueza Bosch, Amalia Susana Creus et al.•ARTICLE•Historia y Comunicación Social•2014•References: 6

    This case study research focuses on a virtual communication agency developed to allow university students to carry out their final degree professional practices in an e-learning environment. The teaching staff involved, the participating students and also the non-profit organizations to which the agency has given free service evaluated the experience through questionnaires, focus groups and interviews. The findings validate the adequacy of the pe…

  • Talking about games

    Sandra Sanz Martos, Silvia Martínez-Martínez et al.•ARTICLE•Catalan Journal of Communication…•2018•Cited by: 1•References: 3

    In the digital environment, gaming is one of the activities that has generated the greatest number of fans. What is more, gaming becomes a topic of conversation between gamers/users, who leverage the potential of different communication platforms to research, collaborate, share tips and even boast of their achievements. This article seeks to describe and analyse how these gamers’ communication environments work, on the basis of the inherent chara…

  • What’s your game? Passion and precariousness in the digital game industry from a gameworker’s perspective

    Amalia Susana Creus, Judith Clares Gavilán et al.•ARTICLE•Creative Industries Journal•2020

    The video game industry is a paradigmatic context of new media labour that includes a great diversity of professionals, technologies and sources of funding distributed in complex transnational networks in constant flux. This study seeks to contribute to a deeper understanding of the organisational structures of the production, distribution and consumption of video games by highlighting the experiences and perspectives of the professionals working…

  • Nuevas fronteras de la otredad

    Open Access•Amalia Susana Creus, Ines Martins•ARTICLE•ESTUDIOS FRONTERIZOS•2024•Cited by: 1•References: 33

    El texto presenta un estudio sobre las representaciones de la inmigración en la prensa Española de marzo de 2020 a marzo 2022, período auge de la pandemia del COVID-19 en Europa. A partir del análisis crítico del discurso de una muestra de 347 noticias publicadas en los cinco medios de prensa escrita de mayor audiencia en España, se identifican y analizan diferentes marcos discursivos - emergentes y recurrentes - en torno a la inmigración y las p…

  • Actualidad y desafíos del aprendizaje-servicio virtual en contextos de educación superior

    Open Access•María Méndez-Cañón, Adriana Ornellas-Rios-Da Silva et al.•ARTICLE•Education in the Knowledge…•2025

    Frente a la necesidad de promover acciones para el desarrollo de competencias para la Responsabilidad Social Universitaria, el Aprendizaje-Servicio (ApS) ha mostrado ser una herramienta pedagógica con un gran potencial. Sin embargo, la literatura muestra que su implementación en contextos de educación superior a distancia está todavía en desarrollo. El trabajo realiza una revisión sistemática de la literatura, siguiendo las pautas PRISMA 2020, pa…

Computer Science (2 works) · Digital Games and Media (2 works) · Humanities (2 works) · Multimedia (2 works) · Political science (2 works) · Psychology (2 works) · Social science (2 works) · Sociology (2 works) · Agency (philosophy (1 work) · Art (1 work)

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