Transmedia games “I love to read”: immersive experiences, affinity spaces, connected learning and bond creation with the community

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This article explores the experiences and learning of university students when participating in different roles (players, actors, and staff) in transmedia games. A case study was carried out at the university that analyzes 9 of the 11 “I love to read” games carried out from 2014 to 2019 to promote r...

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Detalles Bibliográficos
Autores: Lugo Rodríguez, Nohemí, Melón Jareda, María Elena, Rodríguez Pérez, Zaira Delia
Formato: artículo
Fecha de Publicación:2021
Institución:Universidad de Lima
Repositorio:Revistas - Universidad de Lima
Lenguaje:español
OAI Identifier:oai:revistas.ulima.edu.pe:article/5237
Enlace del recurso:https://revistas.ulima.edu.pe/index.php/contratexto/article/view/5237
Nivel de acceso:acceso abierto
Materia:immersive experiences
transmedial games
connected learning
innovation in education
reading promotion
experiencias inmersivas
juegos transmediales
aprendizaje conectado
innovación educativa
fomento a la lectura
experiências imersivas
jogos transmídia
aprendizagem conectada
inovação educacional
promoção da leitura
Descripción
Sumario:This article explores the experiences and learning of university students when participating in different roles (players, actors, and staff) in transmedia games. A case study was carried out at the university that analyzes 9 of the 11 “I love to read” games carried out from 2014 to 2019 to promote reading. The participation in theseevents has been approximately 1048 university students. The results and findings indicate that these games are immersive experiences that generate readiness and diverse learning, arouse interest and benefit the university community. I conclude that they generate a space of intramural affinity and are an effective strategy to promote connected learning.
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