Teresa De La Hera
Dados Biográficos
| ID | 169473 |
|---|---|
| NOME | Teresa De La Hera |
| PRENOMES | Teresa |
| SOBRENOME | De La Hera |
| ASSINATURA | DE LA HERA T |
| AFILIAÇÕES | Erasmus University Rotterdam |
| ORCID | 0000-0002-5102-813X |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 19 |
| TOTAL DE CITAÇÕES | 3 |
| TOTAL COMO AUTOR | 18 |
| TOTAL COMO EDITOR | 1 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2017 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 1 |
Dive Into the Past
This study delves into the representation of intangible Chinese cultural heritage in Chinese mobile games. Nowadays, even with huge economic potential, Chinese mobile games are still faced with negative comments, especially from parents. To develop their reputation, Chinese mobile games have portrayed considerate Chinese intangible cultural heritage (ICH). The representation of cultural heritage in video games has been a subject of discussion for…
Games and Game Studies Are Meaningful—Are They
Building on the idea that digital games are more than trivial pastimes and can have deeper meanings, this article collection brings together emerging findings from the field of game studies. The foundation for this thematic issue was laid at the 2023 symposium of the Digital Games Research Section of the European Communication Research and Education Association (ECREA) held in Madrid. The articles in this collection examine the rich content of ga…
The Case of Cities
Studies on city-building games as educational tools show positive results in addressing different learning objectives, but also identify a missing link to reality, as they are mostly computer-based. Given the differences between existing games and their capabilities, the exact function of these games in an urban planning curriculum is unclear. The city-building game Cities: Skylines currently has three different versions (Digital, Tabletop, VR). …
Digital Gaming and the Advertising Landscape
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be em…
Persuasive Gaming in Context
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on …
One rotten apple or a rotten tree
Despite efforts by key stakeholders to address racial discrimination in international football, racially charged behaviour persists, particularly in the European context. To explore this phenomenon, our paper employs Critical Race Theory as a central framework and links empirical research to racism and inclusion while keeping institutional football and policy concerns at the forefront of its investigation. Primary questions underlining the study …
Digital literacy games
This paper presents the results of a systematic literature review of academic publications about digital literacy games. We have analyzed a total of 30 papers and book chapters published in English, Spanish, Portuguese and Dutch between 2005 and 2021 and stored in Scopus. The results of this literature review report on: (1) the topics of the games discussed in the publications; (2) the digital literacy competencies supported by the games studied …
Literacy at play
Media literacy is considered one of the key competencies to acquire in the 21st century. With games being recognized as having a large potential to train and educate, a wide range of games focusing on media literacy related topics such as fake news games, digital privacy, personal media habits, and practical media skills have sprung up over the years. All claim to foster media literacy skills and competencies. This begs the question how these gam…
What we do not know about advergames
Introduction This study presents the findings of a systematic literature review on the academic study of advergames. The evolution of the marketing paradigm has recently opened new avenues for the study of advergames, such as understanding how the brand narrative could be used within a game to achieve diverse marketing objectives, their value for brand engagement through games, or new applications of the specific characteristics of emerging platf…
Games as Political Actors in Digital Journalism
The goal of this study is to explore the role of digital games as political actors in digital journalism. The development of digital games designed to frame journalistic messages led to the emergence of newsgames. This trend impacts online mass media outlets’ performance as political actors in democratic polities. In this article, we explore the current relationship between political communication and newsgames by answering the following research…
Digital Games as Persuasion Spaces for Political Marketing
The aim of this study is to explore how digital entertainment games are used as spaces for political persuasion in electoral campaigns, by examining Joe Biden’s use of Fortnite during the campaign for the 2020 US presidential election as a case study. To date, the study of persuasive communication related to games has been mostly focused on persuasive games. This article approaches the use of entertainment games as spaces for persuasive communica…
Newsgames
This study explores the way mass-media outlets make use of digital games to convey journalistic messages. Newsgames have been defined by several scholars in the intersection between digital journalism and game studies. However, because of the heterogeneity of this phenomenon, there is still a lack of clarity of what could be considered, or not, a newsgame. This study aims to shed light into this question by exploring how newsgames are used in pra…
Looking Ahead in Games Research
This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally n…
The Role of Spontaneous Digital Play during Young Patients’ Cancer Treatment
In Europe alone, more than 120,000 children and 150,000 adolescents are diagnosed with cancer every year. Thanks to treatment innovations the survival rates of young patients’ cancer increase substantially every year, but improved prognoses are in many cases linked to longer treatments. To cope with the social, emotional, and developmental challenges associated with cancer, play and playful activities are widely recognized as fundamental for adol…
Persuasive Gaming in Context
This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …
Digital Gaming and the Advertising Landscape
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be em…
The Persuasive Roles of Digital Games
Using behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three dif…
New Perspectives on the Social Aspects of Digital Gaming
Digital games are increasingly being recognized as more than entertainment media by policy makers, the industry, and idealistic developers.They are claimed to be able to alter players' worldviews and change the way they think (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012).This view has been advocated strongly by the Games for Change platform that aims to 'catalyze social impact through digital games'("Games for Change," n.d.).Some researcher…
Benefits and Factors Influencing the Design of Intergenerational Digital Games
The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family bond, (2) enhancing reciprocal learning (3) increas…
Persuasive Gaming in Context
This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …
One rotten apple or a rotten tree
Despite efforts by key stakeholders to address racial discrimination in international football, racially charged behaviour persists, particularly in the European context. To explore this phenomenon, our paper employs Critical Race Theory as a central framework and links empirical research to racism and inclusion while keeping institutional football and policy concerns at the forefront of its investigation. Primary questions underlining the study …
New Perspectives on the Social Aspects of Digital Gaming
Digital games are increasingly being recognized as more than entertainment media by policy makers, the industry, and idealistic developers.They are claimed to be able to alter players' worldviews and change the way they think (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012).This view has been advocated strongly by the Games for Change platform that aims to 'catalyze social impact through digital games'("Games for Change," n.d.).Some researcher…
Benefits and Factors Influencing the Design of Intergenerational Digital Games
The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family bond, (2) enhancing reciprocal learning (3) increas…
The Persuasive Roles of Digital Games
Using behavioral scientist B. J. Fogg’s conceptual framework on the role computer technology plays for users as a starting point, this article argues that persuasion through digital games can be approached from three different perspectives: digital games as media for persuasion, digital games as tools for persuasion and digital games as social actors for persuasion. In this article, I use five cancer gaming cases to illustrate how these three dif…
Digital Gaming and the Advertising Landscape
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be em…
Looking Ahead in Games Research
This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally n…
The Role of Spontaneous Digital Play during Young Patients’ Cancer Treatment
In Europe alone, more than 120,000 children and 150,000 adolescents are diagnosed with cancer every year. Thanks to treatment innovations the survival rates of young patients’ cancer increase substantially every year, but improved prognoses are in many cases linked to longer treatments. To cope with the social, emotional, and developmental challenges associated with cancer, play and playful activities are widely recognized as fundamental for adol…
Persuasive Gaming in Context
This chapter offers a multifaceted reflection on persuasive gaming divided into three pillars: persuasiveness, design, and validation.The first section on persuasiveness is a critical review of previous and current persuasive gaming theory and analysis.It argues that the contemporary gaming landscape needs to expand theoretically and presents a multidimensional persuasive approach as one way in which this can be done.The following section on the …
Literacy at play
Media literacy is considered one of the key competencies to acquire in the 21st century. With games being recognized as having a large potential to train and educate, a wide range of games focusing on media literacy related topics such as fake news games, digital privacy, personal media habits, and practical media skills have sprung up over the years. All claim to foster media literacy skills and competencies. This begs the question how these gam…
What we do not know about advergames
Introduction This study presents the findings of a systematic literature review on the academic study of advergames. The evolution of the marketing paradigm has recently opened new avenues for the study of advergames, such as understanding how the brand narrative could be used within a game to achieve diverse marketing objectives, their value for brand engagement through games, or new applications of the specific characteristics of emerging platf…
Games as Political Actors in Digital Journalism
The goal of this study is to explore the role of digital games as political actors in digital journalism. The development of digital games designed to frame journalistic messages led to the emergence of newsgames. This trend impacts online mass media outlets’ performance as political actors in democratic polities. In this article, we explore the current relationship between political communication and newsgames by answering the following research…
Digital Games as Persuasion Spaces for Political Marketing
The aim of this study is to explore how digital entertainment games are used as spaces for political persuasion in electoral campaigns, by examining Joe Biden’s use of Fortnite during the campaign for the 2020 US presidential election as a case study. To date, the study of persuasive communication related to games has been mostly focused on persuasive games. This article approaches the use of entertainment games as spaces for persuasive communica…
Newsgames
This study explores the way mass-media outlets make use of digital games to convey journalistic messages. Newsgames have been defined by several scholars in the intersection between digital journalism and game studies. However, because of the heterogeneity of this phenomenon, there is still a lack of clarity of what could be considered, or not, a newsgame. This study aims to shed light into this question by exploring how newsgames are used in pra…
Digital literacy games
This paper presents the results of a systematic literature review of academic publications about digital literacy games. We have analyzed a total of 30 papers and book chapters published in English, Spanish, Portuguese and Dutch between 2005 and 2021 and stored in Scopus. The results of this literature review report on: (1) the topics of the games discussed in the publications; (2) the digital literacy competencies supported by the games studied …
Dive Into the Past
This study delves into the representation of intangible Chinese cultural heritage in Chinese mobile games. Nowadays, even with huge economic potential, Chinese mobile games are still faced with negative comments, especially from parents. To develop their reputation, Chinese mobile games have portrayed considerate Chinese intangible cultural heritage (ICH). The representation of cultural heritage in video games has been a subject of discussion for…
Games and Game Studies Are Meaningful—Are They
Building on the idea that digital games are more than trivial pastimes and can have deeper meanings, this article collection brings together emerging findings from the field of game studies. The foundation for this thematic issue was laid at the 2023 symposium of the Digital Games Research Section of the European Communication Research and Education Association (ECREA) held in Madrid. The articles in this collection examine the rich content of ga…
The Case of Cities
Studies on city-building games as educational tools show positive results in addressing different learning objectives, but also identify a missing link to reality, as they are mostly computer-based. Given the differences between existing games and their capabilities, the exact function of these games in an urban planning curriculum is unclear. The city-building game Cities: Skylines currently has three different versions (Digital, Tabletop, VR). …
Digital Gaming and the Advertising Landscape
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited.*Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be em…
Persuasive Gaming in Context
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on …
One rotten apple or a rotten tree
Despite efforts by key stakeholders to address racial discrimination in international football, racially charged behaviour persists, particularly in the European context. To explore this phenomenon, our paper employs Critical Race Theory as a central framework and links empirical research to racism and inclusion while keeping institutional football and policy concerns at the forefront of its investigation. Primary questions underlining the study …
Computer Science (12 obras) · Digital Games and Media (11 obras) · Sociology (11 obras) · Psychology (10 obras) · Business (6 obras) · Educational Games and Gamification (6 obras) · Media studies (6 obras) · Political science (6 obras) · Advertising (5 obras) · Impact of Technology on Adolescents (5 obras)