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dc.contributorFacultad de Filosofia y Letrases_ES
dc.contributor.authorSomoza Medina, Xosé 
dc.contributor.authorSomoza Medina, Marta
dc.contributor.otherGeografia Humanaes_ES
dc.date2023
dc.date.accessioned2024-01-17T11:30:10Z
dc.date.available2024-01-17T11:30:10Z
dc.identifier.citationSomoza Medina, X., Somoza Medina, M. (2024). Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces. COVID 4(1), 1-12. https://doi.org/10.3390/covid4010001es_ES
dc.identifier.issn2673-8112
dc.identifier.urihttps://hdl.handle.net/10612/17646
dc.description.abstract[EN] The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these diges_ES
dc.languageenges_ES
dc.publisherMDPIes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGeografíaes_ES
dc.subject.otherPlayers statisticses_ES
dc.subject.otherCOVID-19 lockdownes_ES
dc.subject.otherDigital societyes_ES
dc.subject.otherVirtual worldses_ES
dc.subject.otherVideo gameses_ES
dc.subject.otherDigital-real crossoverses_ES
dc.titleVideo Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaceses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.identifier.doi10.3390/covid4010001
dc.description.peerreviewedSIes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.essn2673-8112
dc.journal.titleCOVIDes_ES
dc.volume.number4es_ES
dc.issue.number1es_ES
dc.page.initial1es_ES
dc.page.final12es_ES
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES
dc.subject.unesco5403.06 Geografía Sociales_ES


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