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dc.contributor | Facultad de Filosofia y Letras | es_ES |
dc.contributor.author | Somoza Medina, Xosé | |
dc.contributor.author | Somoza Medina, Marta | |
dc.contributor.other | Geografia Humana | es_ES |
dc.date | 2023 | |
dc.date.accessioned | 2024-01-17T11:30:10Z | |
dc.date.available | 2024-01-17T11:30:10Z | |
dc.identifier.citation | Somoza 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/covid4010001 | es_ES |
dc.identifier.issn | 2673-8112 | |
dc.identifier.uri | https://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 dig | es_ES |
dc.language | eng | es_ES |
dc.publisher | MDPI | es_ES |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Geografía | es_ES |
dc.subject.other | Players statistics | es_ES |
dc.subject.other | COVID-19 lockdown | es_ES |
dc.subject.other | Digital society | es_ES |
dc.subject.other | Virtual worlds | es_ES |
dc.subject.other | Video games | es_ES |
dc.subject.other | Digital-real crossovers | es_ES |
dc.title | Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces | es_ES |
dc.type | info:eu-repo/semantics/article | es_ES |
dc.identifier.doi | 10.3390/covid4010001 | |
dc.description.peerreviewed | SI | es_ES |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es_ES |
dc.identifier.essn | 2673-8112 | |
dc.journal.title | COVID | es_ES |
dc.volume.number | 4 | es_ES |
dc.issue.number | 1 | es_ES |
dc.page.initial | 1 | es_ES |
dc.page.final | 12 | es_ES |
dc.type.hasVersion | info:eu-repo/semantics/publishedVersion | es_ES |
dc.subject.unesco | 5403.06 Geografía Social | es_ES |
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