Video games, markers of tendencies in the technological leisure

Authors

  • Arantza Gutierrez Universidad del País Vasco
  • Arantza Llorca
  • Carme Ferré-Pavia Universidad Autónoma de Barcelona
  • Iñaki Zabaleta Universidad del País Vasco
  • Itxaso Fernandez Universidad del País Vasco

Keywords:

Visual literacy, visual culture, protection restraints, technological leisure, video games

Abstract

Children need autonomy to face the images transmited by the new information and communication technologies. The analysis of the social mechanisms carried out to protect children of the possible damages of some video games contents, which are part of their leisure time, demonstrates the necessity of a visual education which would guarantee their access to a hll mediatic universe of learning options..

Published

2006-10-01

How to Cite

Gutierrez, A., Llorca, A., Ferré-Pavia, C., Zabaleta, I., & Fernandez, I. (2006). Video games, markers of tendencies in the technological leisure. Comunicar, 14(27), 79–84. Retrieved from https://revistacomunicar.com/ojs/index.php/comunicar/article/view/C27-2006-12

Issue

Section

Dossier (Monographic)