Amalia Susana Creus
Dados Biográficos
| ID | 761942 |
|---|---|
| NOME | Amalia Susana Creus |
| PRENOMES | Amalia Susana |
| SOBRENOME | Creus |
| ASSINATURA | CREUS A S |
| AFILIAÇÕES | Universitat Oberta de Catalunya |
| ORCID | 0000-0001-9290-8531 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 6 |
| TOTAL DE CITAÇÕES | 3 |
| OBRAS COMO AUTOR | 6 |
| OBRAS COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2012 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 1 |
Actualidad y desafíos del aprendizaje-servicio virtual en contextos de educación superior
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 obras) · Digital Games and Media (2 obras) · Humanities (2 obras) · Multimedia (2 obras) · Political science (2 obras) · Psychology (2 obras) · Social science (2 obras) · Sociology (2 obras) · Agency (philosophy (1 obra) · Art (1 obra)