Nativos digitales: Consumo, creación y difusión de contenidos audiovisuales online
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Abstract
Los adolescentes viven inmersos en un universo virtual en el que han construido un modelo propio de entretenimiento, aprendizaje
y comunicación. El objetivo de este trabajo es definir los patrones de consumo, creación y difusión de contenidos audiovisuales
de Internet en los ámbitos del ocio y las fuentes de información complementarias para uso escolar de los jóvenes guipuzcoanos,
atendiendo a las variables de género, curso y tipo de centro. La metodología partió del diseño de un cuestionario autorrellenable
que cumplimentaron 2.426 adolescentes (de 12 a 16 años), estudiantes de los cuatro cursos de ESO. La muestra es
una selección aleatoria de 60 centros de Guipúzcoa y un total de 120 grupos, 30 por cada curso. Los resultados corroboran que
los patrones de consumo, creación y difusión de contenidos de ocio masculinos y femeninos son monolíticos y opuestos entre sí.
Los videojuegos son el eje vertebrador del consumo y creación masculino, mientras que la toma y difusión de fotografías y vídeos
de sí mismas es el de las chicas. Estas prácticas repiten los estereotipos de género, por lo que la formación en igualdad se perfila
como un aspecto relevante. Por último, las fuentes de información complementarias a la educación reglada, principalmente Wiki -
pedia, se imponen como referencia entre los adolescentes, por lo que es imprescindible garantizar su solvencia para una adecuada
adquisición de conocimientos
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and dissemination patterns of online audiovisual content young students of Guipuzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to three different variables: gender, grade (age) and type of educational institution (public or private). The research methodology focuses on a self-administered questionnaire filled out by 2,426 adolescents of secondary school (12 to 16 years old). The sample consists of a random selection of 120 student groups, which are distributed in 60 schools and 30 groups each course. The results verify the existence of monolithic and opposed male/female patterns in the way young people consume, create and diffuse leisure content. Video games are the central backbone of male consumption and creation, as long as girls prefer to take pictures and videos of themselves using smar tphones and to share them on social networks. These practices repeat gender stereotypes, transforming the education in equality into a relevant issue. Finally, sources of information that are complementary to formal education, especially Wikipedia, are the main references among adolescents. Consequently, it seems essential to guarantee their solvency for appropriate knowledge acquisition
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and dissemination patterns of online audiovisual content young students of Guipuzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to three different variables: gender, grade (age) and type of educational institution (public or private). The research methodology focuses on a self-administered questionnaire filled out by 2,426 adolescents of secondary school (12 to 16 years old). The sample consists of a random selection of 120 student groups, which are distributed in 60 schools and 30 groups each course. The results verify the existence of monolithic and opposed male/female patterns in the way young people consume, create and diffuse leisure content. Video games are the central backbone of male consumption and creation, as long as girls prefer to take pictures and videos of themselves using smar tphones and to share them on social networks. These practices repeat gender stereotypes, transforming the education in equality into a relevant issue. Finally, sources of information that are complementary to formal education, especially Wikipedia, are the main references among adolescents. Consequently, it seems essential to guarantee their solvency for appropriate knowledge acquisition







