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Title: Desprestigi dels videojocs: qui o què ho causa i perquè
Author: Gomez Parisi, Francesc
Vila Òdena, Irma
Schvarstein Liuboschetz, Sergio
Cuevas Melis, Olga
Abstract: The entire society livesin a time where there's giving more priority to the velocity of information transmission rather than its content, veracity and contrast, originating new forms of expansion and globalization of the data and practical /theoretical elements that questions and puts in doubt if all what we are reading or watching at this moment it's really what we will find once we leave a certain number of lines embedded in a specific format (physical or digital) and personally we try to find or live what they have tried to make us believe. And at the same moment that these "practices" occur, the world of entertainment and visual multimedia enjoys its glorious expansion, and due its large impact on the industry and its importance as a form of communication and expression, accepted by a very specific objective public (for now), in various occasions is affected directly by the ideas previously commented, possibly giving place to a discredit that would provoke much more than just a simple act: doubt is falling upon a sector that is essentially key to understanding the future of our society. In this way, the present work is destined to the understanding of several key points: the visualization of videogames sector like unstoppable source of the expansion of the multimedia; the "why" of the personal feelings that the word "addiction" is related more than enough with videogames, introducing itself to this very extensive and delicate psychological field; the treatment given to the relationship between previous concepts at journalism sector, an absolute key in the processing and transmission of information; and contrasting the generated ideas thanks to the personal search with professionals in its sector (two video game developers, two psychologists and two personalities related to the world of journalism), to give a place to the conclusions and, ultimately, to discover if this initial approach is what's real happening in the real world or if there's another point of view that, as users, can lead us to think about a situation that is not what really happens.
Keywords: treatment and methods of the press
video games
addiction to videogames
business models
Type: info:eu-repo/semantics/bachelorThesis
Issue Date: Jan-2019
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Appears in Collections:Bachelor thesis, research projects, etc.

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