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:
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 (http://www.worldinternetproject.net/)
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).
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).