Article: Newsgames Discourse versus Fake News and Disinformation: Media Culture and Digital Literacy
Prisma Social
Abstract: The rise in the spread of fake news and its viralization have become one of the significant communication challenges of the 21st century in the face of the difficulty of establishing effective formulas to stop its spread From this context, this research ... ...
Abstract | The rise in the spread of fake news and its viralization have become one of the significant communication challenges of the 21st century in the face of the difficulty of establishing effective formulas to stop its spread From this context, this research aims to analyze the critical-discursive capacity of newsgames that have addressed the phenomenon of disinformation and fake news: Bad News (DROG, 2017), Fake it to make it (Amanda Warner, 2017), iReporter (BBC, 2018) and Factitious (Augame Studio, 2017-20) To this end, a qualitative analysis methodology is used to explain its narrative structure, informative purpose and playful-interactive proposal The results reflect a primary discursive strategy oriented to the roleplaying of the players as creators, verifiers or disseminators of false news that responds to a wide range of topics (from political issues to those related to COVID-19) In this way, these games teach the dissemination strategies of this type of hoaxes and identify the motivation for their production |
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Keywords | covid19 |
Publisher | WHO |
Document type | Article |
Note | WHO #Covidence: #724518 |
Database | COVID19 |
Kategorien
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