Júlia Vilasís-Pamos
Biographic Data
| ID | 818851 |
|---|---|
| NAME | Júlia Vilasís-Pamos |
| GIVEN NAMES | Júlia |
| FAMILY NAME | Vilasís-Pamos |
| SIGNATURE | VILASÍS-PAMOS J |
| AFFILIATIONS | Universitat de les Illes Balears |
| ORCID | 0000-0002-2060-4544 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Bridging Gaps
High rates of school dropout impact on young people’s educational and employment opportunities highlight the importance of second-chance education programmes. These initiatives aim to raise educational attainment, rebuild motivation to learn and improve employability. However, studies examining the profiles of the young people who attend these programmes are still limited, and reliable assessment tools to measure their progress and inform continu…
Child sexual abuse in 20th century Spanish autobiographical literature
The purpose of this study is to identify the revelations of child sexual abuse (CSA) cases in 20th-century Spanish autobiographical literature, determine their prevalence and victimization settings, and focus the analysis on the nature of CSA in those cases that took place in the school environment. A sample of 338 works of 20th-century Spanish autobiographical literature was analyzed. After identifying revelations of CSA in 47 works, these cases…
The Ecocritical Dimensions of Entertainment Video Games
As the climate crisis escalates, video games are gaining recognition for shaping environmental perspectives that might inspire change. Although research has tended to focus on serious games, the ecocritical potential of entertainment games is increasingly advocated. However, this potential remains underexplored from a transdisciplinary perspective that encompasses fields such as ecogame studies, game literacies, and game-based learning. This syst…
Video games as spaces for providing information and awareness of algorithmic control in the gig economy
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…
The videoludic gender divide
This article has a dual objective. First, it analyzes adolescents’ access to video games, their gaming practices, and perceptions regarding gamer identity and gaming culture. Second, it examines how these experiences and perceptions shape their discourse around gender representation in video games. To achieve this, a qualitative study was conducted with 48 in-school participants aged 14 and 15 from the cities of Barcelona and Vic (Spain). Eight d…
Researching Teens’ Gamer Identity Construction in the Covid-19 Pandemic
This reflective article explores the methodological and ethical challenges encountered while researching how teens construct gamer identities through the lenses of social class and gender during the COVID-19 pandemic. To guide this exploration, we pose two research questions: How can researchers ethically and effectively study teens’ gaming experiences in a hybrid online-offline context? What are the implications of gender, class, and age in shap…
Desinformación y población sénior
El fenómeno de la desinformación afecta de manera significativa a la población sénior, un grupo demográfico que a menudo muestra mayores niveles de vulnerabilidad ante noticias falsas. Este estudio explora la incidencia de la verificación como herramienta para mitigar la desinformación entre las personas mayores con especial atención a las variables de género y nivel educativo de forma independiente. Se han analizado las respuestas a diferentes t…
Social media and platform work
This article introduces the special issue, ‘Social Media and Platform Work: Stories, Practices, and Workers’ Organisation’. In recent years, platform labour studies have increasingly focused on how the growing platformisation of labour has changed work activities, labour processes, work organising, identities, and collectivities. The literature has highlighted the role of media, communication, and social media in platform labour, but more researc…
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective
This study analyses how gender and socioeconomic characteristics permeate teens’ discourses when they define what it means to be a gamer. Video games have become a reference framework for teenagers, in which gaming practices may be important parts of their identity and social context. In addition, many teens see gaming as a professional possibility. This study provides five new gamer categories based on data from four focus groups carried out in …
No prominent works on this page.
How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective
This study analyses how gender and socioeconomic characteristics permeate teens’ discourses when they define what it means to be a gamer. Video games have become a reference framework for teenagers, in which gaming practices may be important parts of their identity and social context. In addition, many teens see gaming as a professional possibility. This study provides five new gamer categories based on data from four focus groups carried out in …
Social media and platform work
This article introduces the special issue, ‘Social Media and Platform Work: Stories, Practices, and Workers’ Organisation’. In recent years, platform labour studies have increasingly focused on how the growing platformisation of labour has changed work activities, labour processes, work organising, identities, and collectivities. The literature has highlighted the role of media, communication, and social media in platform labour, but more researc…
The videoludic gender divide
This article has a dual objective. First, it analyzes adolescents’ access to video games, their gaming practices, and perceptions regarding gamer identity and gaming culture. Second, it examines how these experiences and perceptions shape their discourse around gender representation in video games. To achieve this, a qualitative study was conducted with 48 in-school participants aged 14 and 15 from the cities of Barcelona and Vic (Spain). Eight d…
Researching Teens’ Gamer Identity Construction in the Covid-19 Pandemic
This reflective article explores the methodological and ethical challenges encountered while researching how teens construct gamer identities through the lenses of social class and gender during the COVID-19 pandemic. To guide this exploration, we pose two research questions: How can researchers ethically and effectively study teens’ gaming experiences in a hybrid online-offline context? What are the implications of gender, class, and age in shap…
Desinformación y población sénior
El fenómeno de la desinformación afecta de manera significativa a la población sénior, un grupo demográfico que a menudo muestra mayores niveles de vulnerabilidad ante noticias falsas. Este estudio explora la incidencia de la verificación como herramienta para mitigar la desinformación entre las personas mayores con especial atención a las variables de género y nivel educativo de forma independiente. Se han analizado las respuestas a diferentes t…
Bridging Gaps
High rates of school dropout impact on young people’s educational and employment opportunities highlight the importance of second-chance education programmes. These initiatives aim to raise educational attainment, rebuild motivation to learn and improve employability. However, studies examining the profiles of the young people who attend these programmes are still limited, and reliable assessment tools to measure their progress and inform continu…
Child sexual abuse in 20th century Spanish autobiographical literature
The purpose of this study is to identify the revelations of child sexual abuse (CSA) cases in 20th-century Spanish autobiographical literature, determine their prevalence and victimization settings, and focus the analysis on the nature of CSA in those cases that took place in the school environment. A sample of 338 works of 20th-century Spanish autobiographical literature was analyzed. After identifying revelations of CSA in 47 works, these cases…
The Ecocritical Dimensions of Entertainment Video Games
As the climate crisis escalates, video games are gaining recognition for shaping environmental perspectives that might inspire change. Although research has tended to focus on serious games, the ecocritical potential of entertainment games is increasingly advocated. However, this potential remains underexplored from a transdisciplinary perspective that encompasses fields such as ecogame studies, game literacies, and game-based learning. This syst…
Video games as spaces for providing information and awareness of algorithmic control in the gig economy
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…
Digital Games and Media (4 works) · Computer Science (3 works) · Sociology (3 works) · Digital Economy and Work Transformation (2 works) · Impact of Technology on Adolescents (2 works) · Multimedia (2 works) · Political science (2 works) · Psychology (2 works) · Sharing Economy and Platforms (2 works) · Social Media and Politics (2 works)