Grup de recerca en Aprenentatges, Mitjans de comunicació i Entreteniment

Main investigator:
Sánchez Navarro, Jordi
Social sciences
Area of specialization:
Network society, Education and ICT, Creativity and Digital Culture
Affiliation center:
UNESCO codes:
630707, 630101, 6299, 591002, 580107
Collaborates with:
e-Learn Center
4 - Quality education
10 - Reduced inequalities
16 - Peace, justice and strong institutions
  • Mass media
  • Media literacy
  • Technology enhanced learning
  • Participatory approaches

The GAME group is interested in studying the transformations of contemporary communication practices, approaching the analysis of cultural models that are specific to the knowledge society and their close connection with the communication media.


The group's interests are channelled through various research lines:

  • The role of entertainment and its consumption as a basic part of emergent models of collaborative and participative cultures that are characteristic of the knowledge society.
  • The role of digital games in current society.
  • The analysis of emergent digital and audiovisual literacy patterns and needs.
  • The opening of spaces for inquiry and experimentation concerning learning environments and processes based on collaboration, creativity, entertainment and use of audiovisual technologies.
  • Innovation in the online teaching of communication.
  • The transformations in specific forms of communication – journalism, audiovisual, advertising – in today's society.

Global impact of Internet and other communication technologies

International collaborative research on the social, political and economic impact of Internet and other new technologies in a comparative international context (

Digital convergence and young people: new areas of audiovisual consumption

Study of the change in media consumption patterns, particularly television, among young people, from the starting point that they are "digital natives" and that one of their main activities when they are surfing the Internet, apart from chatting, is consuming audiovisual products (films, television series, internet series).

4 - Quality education 10 - Reduced inequalities

Game culture, digital competence and learning

Research project with a two-fold goal. On one hand, it seeks to consolidate knowledge about the presence and influence of digital games in current society, ordering theoretical knowledge and perceptions and social, cultural and educational practices involving digital games. On the other hand, this knowledge consolidation is aimed at designing and disseminating literacy proposals in digital gaming, which we call ludoliteracy (within the framework of media literacy).

10 - Reduced inequalities