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El Profesional de la Información

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Institución detectada Período Navegá Descargá Solicitá
No detectada desde feb. 2000 / hasta dic. 2023 EBSCOHost

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Tipo de recurso:

revistas

ISSN impreso

1386-6710

País de edición

España

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Podcast fandom in Europe: Audio audiences’ participation in a digital context

Miguel Mañas-PellejeroORCID; Elisa PazORCID

<jats:p>Podcasts are an increasingly popular form of sound media that generate active listeners and fandom around them. These programmes present an opportunity for scholars to analyse not only new forms of consumption around convergent and on-demand media, but also the particular phenomenon of fandom related to audio productions in the current digital context. Scholars have mainly focused on studying how fandoms use podcasts to create content rather than on podcast fandoms. This paper analyses podcast fandoms in Europe, what distinguishes them from other active audiences, and how they engage with this digital media through online tools. To explore this, a method of triangulation is used, relying on content and netnography analysis, and both top-down and bottom-up strategies are considered across the biggest European markets. Results show that around a third of the podcasts in the sample have an active fandom that engages with these programmes through social media, primarily on Instagram, through the creation of content. This content usually highlights the brand identity of the podcasts through the creation of fan art and fan accounts, and that there are more consistencies across European fandoms than exist across European audiences. This suggests that social media sites, and particularly Instagram, are used by fandoms across Europe in an equivalent way to extend their textual productivity and that this is still what distinguishes audiences from fans. These findings have important implications for scholars and producers alike, both to build upon the knowledge of reception and fan studies and to understand how to encourage fandom engagement on social media sites.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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The branded podcast as a new brand content strategy. Analysis, trends and classification proposal

Noelia García-EstévezORCID; Manuel J. Cartes-BarrosoORCID

<jats:p>Podcasting is all the rage. The distribution of audio content has recently gained great momentum on a personal, media and business level. In this context, brands have begun to see the opportunity to use this communication tool to connect with the audience and generate emotional bonds through attractive content. However, there are still few studies that take a rigorous look at branded podcast. This research explores the phenomenon of podcasting as branded content in Spain and Latin America, making a radiography of the current situation of the branded podcast, from a mixed approach, delimiting its features, observing some trends and making a proposal for classification (according to the type of brand involvement, according to formal criteria and basic descriptors of the podcast, according to content, functional and narrative criteria, and according to the nature of the sponsoring company and its relation to the production of the podcast). The search for and analysis of branded podcasts is the main work of this research, with a sample of 100 podcasts, differentiating the branded podcast from other typologies such as podcast sponsorship, corporate podcasts and institutional podcasts. Among the results we highlight the variety of styles and themes in their own sound content, all of them linked to a greater or lesser extent to the business sector of the companies. In addition, these podcasts are broadcast on their websites and audio platforms and are more educational and informative than entertaining. It is therefore an approach to branded podcasting with a proposal for classification that aims to be a first conceptualisation of this phenomenon.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Podcast production and marketing strategies on the main platforms in Europe, North America, and Latin America. Situation and perspectives

María-de-la-Peña-Mónica Pérez-AlaejosORCID; Raúl Terol-BolinchesORCID; Andrés Barrios-RubioORCID

<jats:p>Fifteen years after the term was coined, the podcast is now consolidated as a sound format with a specific identity within the digital media ecosystem. The practice of podcasting is none other than radio, but one encompassing diverse production on both expressive and thematic levels whose properties (mobility, narrative fragmentation, and the integration of multiple devices) and personalized consumption generate a very different listener attitude compared with traditional radio. After an initial period of independent amateurism strongly conditioned by the technologies available, the podcast has achieved significant global popular recognition, as well as an increasingly important professional dimension thanks to the emergence and spread of new distribution platforms (podcast networks) designed to serve as alternatives to the dominant feeds (such as Apple Podcasts, Google Podcasts, iVoox, and Spotify) that rely on different catalogs and business models. This investigation identifies, describes, and systematically orders the main management and marketing models for podcasts on these platforms on the basis of a comparative analysis of fourteen of them, two in each of the eight countries in Europe, North America, and Latin America where this format is most widespread: Acast (Sweden); Podimo (Denmark); Binge Audio and Majelan (France); Podimo Spain and Podium Podcast (Spain); PodcastOne and Luminary (USA); Convoy Network and Puentes (Mexico); Posta and Parque Podcast (Argentina); and Pia Podcast and Podway (Colombia). The study measures and compares the offerings of each of the studied platforms using different quantitative and qualitative variables (age, territorial reach, content categories, dominant genres, funding, and consumption). The objective is to start to draw up a global map of the main operators in the podcasting industry, and to identify the production trends and marketing strategies of a format with increasing impact and demand, destined to become the future heir of broadcast radio.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Concurrences and divergences between Spanish infotainment comedy professionals and audiences

Inmaculada-Concepción Aguilera-GarcíaORCID

<jats:p>Infotainment comedy is the branch of infotainment that mixes current affairs content with comedy. “Infotainment” is a relatively new term, first cited by Krüger (1988); as a television trend, academics agree that it must have existed much earlier, with English-language examples such as Saturday Night Live (NBC, 1975) or That was the week that was (BBC, 1962). In Spain, the roots of infotainment lie in Caiga quien caiga (Telecinco, 1996), a precursor to satirical pseudojournalism (García-Avilés, 1999). Nowadays, there are programs that present current affairs with comedy, as in the case of El intermedio (La Sexta, 2006) or Todo es mentira (Cuatro, 2019). Owing to the continuous evolution of formats and their complex definition and classification by academics and professionals, it is worth considering whether audiences also interpret the different programs in different ways depending on their elements, given that they depend on an “intuitive understanding” (Reinemann et al., 2011; Otto et al., 2017) that stems from the habit of repeated consumption. This article presents the results of a reception study contrasting Spanish infotainment comedy professionals and their audiences to assess whether their impressions of these shows are similar or if, on the contrary, their hybrid nature is so changeable that they have come to interpret them in a very different way. The methodology involved ten discussion groups with a total of 87 viewers and 13 interviews with professionals from four programs: El intermedio, Todo es mentira, Ese programa del que usted me habla (La 2, 2019), and La resistencia (Movistar+, 2018). According to the statements collected, the results revealed that audiences and content creators show more points of divergence than concurrences, which means that the messages are interpreted differently from how they were intended.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Knowing how to share and to protect oneself: key factors on digital cybercritical education for children

Francisco-Javier Lena-AceboORCID; Paula Renés-ArellanoORCID; María-José Hernández-SerranoORCID; María-Carmen Caldeiro-PedreiraORCID

<jats:p>Children live together consuming, producing, and sharing digital content. These are hypermediated communication actions typical of cyberculture, and require training in critical thinking that, even when minors receive it, is not always perceived as necessary, which can put the privacy of children at risk. This study focuses on analyzing the cyber skills of primary and high school students to act critically, and examines the level of conceptual, attitudinal, and procedural competence that children perceive they have acquired to access, consume, create, and share digital content on social media. The specific objective is to understand some of the components that may be related to young people’s perception of the training they have received, as well as whether there are differences in terms of their willingness to acquire training to protect themselves when creating and consuming digital content. To this end, a 25-item questionnaire on the knowledge, attitudes, and actions of young people was designed, validated, and administered to a sample of 417 Spanish students completing primary and high school education. The results obtained indicate that, at the conceptual level, there are no differences between the educational stages, while differences were found at the attitudinal and procedural levels. The two factors identified show that, although high school students have acquired certain critical and protective attitudes, they behave more riskily in their self-presentation and posts than primary school students when accessing, creating, and sharing digital content on social media, and that the training received and the willingness to learn about how to create and share were the differentiating variables for increased protection. We conclude that there is a need for introducing education specific to the critical analysis and self-protection of Internet use at the primary education level, as well as additional training that would help to avoid risky behavior during high school.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Culture of information and information exchange in a public hospital: a study based on the information orientation model and social network analysis

Gerando Fortea-CoboORCID; Aurora González-TeruelORCID

<jats:p>The structures of hospitals have evolved to make them centre on patients and their pathologies, with care procedures that are both interprofessional and interorganisational. This has given rise to work environments made up of teams obliged to collaborate in their problem-solving, with an essential focus on proper collaborative information behaviour (CIB). The aim was to study this behaviour in a clinical service of a hospital in relation to two aspects: information culture (IC) and the exchange of information. This entailed designing a two-part descriptive study. The first step was to administer a survey based on the information orientation model to know more about the service’s IC. The second phase focussed on the exchange of information from the perspective of an analysis of social networks. The main characteristic of IC was its proactive nature, especially in the use of information to improve one’s own work (mean = 4.58) and to respond to changes and new developments relating to work (mean = 4.18). The factor that least characterised IC was control, particularly in relation to knowledge of the objective of the activity itself (mean = 2.67) and the dispersion of information about hospital processes (mean = 2.64). On social networks, factors contrary to an interprofessional CIB were identified, such as homophily and low reciprocity in terms of relationships. In practice, the results identified a need to reinforce the perception of information as a resource, the proper use of which benefits job performance at both an individual and group level. A need to reinforce flows of internal hospital-related information was likewise evident. From a theoretical and methodological point of view, a useful tool is made available for diagnosing the collaborative information behaviour of an organisation and designing strategies to improve it.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Influencers with physical disabilities on Instagram: Features, visibility and business collaboration

Mónica Bonilla-del-RíoORCID; Juan C. Figuereo-BenítezORCID; Victoria García-PrietoORCID

<jats:p>In the digital world, social media have become important for people with disabilities in terms of communication and visibility. They have also become the ideal place for activism, as they allow the self-representation of disability by the content creators themselves. This social group, traditionally segregated and discriminated against, has seen in these platforms a tool to promote social inclusion and confront the dominant discourse. This paper explores the social media Instagram as a space for communication and visibility of instagrammers with disabilities from Europe and Latin America. The main objective of the research is to analyse the publications of Spanish-speaking influencers with physical disabilities to establish if there are similar characteristics or if there are significant differences in the uses they make of Instagram’s functions and how disability is represented in their profiles. Through quantitative, descriptive, and statistical research, a content analysis was carried out of 400 publications corresponding to 10 Instagram profiles, all of them of microinfluencers and macroinfluencers with physical disabilities who had different types of business collaborations. The results show that disability is visible in 85% of the publications, whether in the photos or videos shared, in the text of the post, hashtags or emoticons, although it predominates to a greater extent in audiovisual content. In advertising, mentions or tags of brands stand out, much more than paid collaboration, which appears as a minority compared to other forms of promotion. The degree of influence is decisive for interactions in the form of likes and views per video or reels. Finally, the use of hashtags on inclusion and social awareness reinforces the importance of these platforms for the social integration of people with disabilities.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Effects of advertising on problem gambling: Neural-cue reactivity as a possible underlying mechanism

Javier García-CastroORCID; Ana CancelaORCID; Miguel-Ángel Martín-CárdabaORCID

<jats:p>Problem gambling has recently been reclassified as a non-substance-associated behavioral addiction. To the associated vital impact (family, social, labor, and economic), we must add its increasing incidence in recent years, which has led to prioritizing the problem from the point of view of public health. Although the effects of advertising on gambling behavior have been explored since the second half of the twentieth century, there is a lack of research regarding its underlying mechanisms. Thus, the objective of this review is to present an update on the effects of advertisements on gambling attitudes and behavioral intentions, as well as to present the neurobiological correlates of gambling-related cues as a possible hypothesis for this effect. Advertisements in various formats may act both as a precipitating factor and as a maintenance factor for the gambling disorder, changing both attitudes and beliefs about gambling. Activation of brain areas related to reward, such as accumbens nucleus, to memory, such as hippocampus or amygdala, and to executive functions could be the underlying mechanism of this effect. Also, ads promoting responsible gambling do not appear to be effective in reducing behavior or encouraging self-control, but the available evidence is scarce. Therefore, the number of studies on this topic needs to increase. In addition, the available evidence questions the effectiveness of responsible gambling policies to promote self-control in this population, as well as to reduce the negative impact of this disorder, so future research on neural-cue reactivity to gambling-related stimuli may serve to improve the design of advertising strategies that increase the impact of these messages.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Metaverse and education: the pioneering case of Minecraft in immersive digital learning

Iván Sánchez-LópezORCID; Rosabel Roig-VilaORCID; Amor Pérez-RodríguezORCID

<jats:p>The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these new systems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version based on the popular sandbox video game, which was originally created by a community of teachers. The aim of this research is to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one of the pioneering exercises in the metaverse. To this end, we have employed a methodology that combines Multimodal Discourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how the Minecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them to adapt them to its connected digital environment. These are key elements such as the identity of the participants, their ability to act within the system, creativity through lessons as a guide to the educational objectives and the community as the backbone of the process. At the same time, it presents differential components, such as the use of avatars, the transition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilities that defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offers a series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially through the elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that it ends up being governed by reproductive criteria linked to symbolic violence.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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Disinformation and hate speech toward female sports journalists

Elena Blanco-CastillaORCID; María-Jesús Fernández-TorresORCID; Juan Cano-GalindoORCID

<jats:p>As well as democratizing access to information and strengthening active audiences, the internet also fosters the manipulation of news and the propagation of false and violent content. Although disinformation and hate speech are not new phenomena, they are now expanding out of control, with women, including journalists, among their targets. The aim of this study is to establish the characteristics and magnitude of this problem and determine how it affects Spanish female sports journalists while carrying out their professional activities in the world of sports, a field where male supremacy is evident. This study seeks to identify the most frequent situations where this problem occurs, the types of harassment observed, the profile of the perpetrators, and above all, the consequences for the professional and personal life of these female professionals. A mixed-methods approach is used to measure the extent of this problem and determine the experience and opinion of female sports journalists using an anonymous questionnaire. This qualitative approach is reinforced by in-depth interviews with female sports journalists who have been victims of hate speech. This dual approach enables the identification of paradigmatic models of a cognitive-behavioral nature, with findings that reveal disturbing figures. Indeed, 89.6% of the professionals participating in this study stated that they had been victims of hate speech and other forms of harassment, both through social networks as well as in their work environment, principally questioning their work capacity or mentioning their physical appearance. The profile of the perpetrators was revealed, as well as the perception that this type of aggression is a common practice that can lead to self-censorship. This situation requires that urgent measures be implemented to address this problem, such as the addition of media literacy and gender training to the educational curriculum.</jats:p>

Palabras clave: Library and Information Sciences; Information Systems; General Earth and Planetary Sciences; General Environmental Science.

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