Pilar Lacasa

Pilar Lacasa
University of Alcalá | UAH · Department of Philology, Documentation and Audiovisual Communication

PhDr

About

142
Publications
29,284
Reads
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908
Citations
Introduction
Fans communities, TV Series, videogames, young people & citizenships, big & small data.
Additional affiliations
January 2016 - July 2016
RMIT University
Position
  • Fellow
March 2014 - May 2014
University of Southern California
Position
  • Visiting Scholar
September 2007 - July 2008
Massachusetts Institute of Technology
Position
  • Visiting Scholar

Publications

Publications (142)
Article
The general aim of this paper is to examine mixed reality settings present in the media practices of young people, exploring the future metaverses in which interactive narrative experiences will be carried out. First, the emergent design of metaverses is approached, going from their conception to their current state. Second, a selection of preferre...
Article
Full-text available
The situation of lockdown experienced during the months from March to June 2020 changed the daily lives of people in Spain and their leisure circumstances. This study analyses the narrative representations that people construct when they watched streaming TV series, during the covid-19 pandemic. To access these representations, the Spanish texts th...
Article
Este trabajo analiza los procesos de comunicación en medios en línea sobre cuatro series de televisión, todas ellas en Netflix (La Casa de Papel, Peaky Blinders, Elite y Educación Sexual). Nos interesa cómo estas series de streaming son reconstruidas por audiencias específicas en las redes sociales. Nos fijamos en las conversaciones organizadas alr...
Article
Full-text available
La digitalización es un fenómeno que ha irrumpido en las empresas a todos los niveles. Esta investigación describe el significado que la transformación digital está teniendo en las empresas y cómo esta transformación está dando paso a nuevas formas de pensar que, a su vez, dan lugar a nuevas formas de hacer. Para ello se analiza el discurso de las...
Article
Full-text available
Youth has to deal with some digital practices and develop media discourses on their own. Our study aims to deepen these concepts from the point of view of the guided participation, understood in this case as a collaborative process of media literacy based on culturally significant activities. Our data comes from a series of workshops that took plac...
Book
Full-text available
Este trabajo tiene como meta examinar los datos obtenidos en España sobre el uso que la gente joven hace de Internet cuando utiliza los móviles, juega online, ve y comenta series de televisión, o participa en las redes sociales. Combina aproximaciones metodológicas que analizan "big data y "small data", cuantitativas y cualitativas.
Article
The goal of this paper is to analyze the creative processes undertaken in a community of teenagers participating in entertainment workshops designed to develop digital literacies. The main goal is to outline support strategies to generate digital literacy among young people who participate in social networks. We adopt an ethnographic and action res...
Chapter
In this chapter, we understand ubiquity as being linked to the concepts of pres- ence, invisibility and support. From this standpoint, we examine the practices of children who use mobile devices to capture digital photos and video. Many consider photography and video, as well as devices such as mobile phones and tablets, to be ubiquitous in modern...
Article
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p>This paper analyses collective and individual identity construction processes in adolescent fan communities mediated by multimodal discourse. Our approach is supported by ethnographic work with teenage girls belonging to music communities built around One Direction and Justin Bieber, and rooted in participant observation. Firstly, we will show ho...
Article
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Introducción. Los videojuegos han probado ser un recurso válido para trabajar diferentes cuestiones escolares. Más allá de contenidos puntuales, permiten trabajar distintas habilidades, dentro de las cuales podemos destacar la resolución de problemas. Sin embargo, no mucho se ha estudiado sobre esta temática o muchos estudios toman una perspectiva...
Article
Full-text available
Large use of technology improved quality of life across aging and favoring the development of digital skills. Digital skills can be considered an enhancing to human cognitive activities. New research trend is about the impact of the technology in the elaboration information processing of the children. We wanted to analyze the influence of technolog...
Chapter
In this chapter we explore the educational value of entertainment to build bridges between young people’s everyday scenarios, when commercial video games and other digital tools mediate their practices. The research focuses on the interaction between the private and public lives of a group of teenagers, 12 girls and 6 boys aged 16 to 18, in the pro...
Article
Full-text available
The main goal of this paper is to analyse adolescent activities when designing video games in an innovative school environment based on affinity spaces. We analyse the development of digital literacies, understood as a critical understanding of the game in terms of its dimensions and the relationships between them, which contribute to turning it in...
Article
The general purpose of this paper is to provide an educational proposal that contributes to generate new forms of literacy through the construction of multimodal narratives. We adopt a qualitative approach (Lacasa, Martínez-Borda, and Mendez, 2013) adapted to audiovisual environments (Brennen, 2013) in combination with the practices of virtual ethn...
Article
Full-text available
This paper analyses the practices and products of the One Direction fan community, focusing on the interaction of adolescent girls with certain types of texts present on social networks. We examine how adolescents approach music celebrities when they participate in fandom online and offline communities, supported by online social networks that rely...
Article
Full-text available
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students’ work nowadays, studies descri...
Book
Full-text available
Instagram and Vine have become very popular among young people. This popularity may be due to the fact that they instantly generate visual information, sometimes supported by short texts, which creates a strong sense of closeness to other users. That said, however easy it is to make photos or videos using mobile applications, they do not all have t...
Book
Utilizar un teléfono o una tableta inteligentes abren, a quienes lo usan, posibilidades de comunicación impensables hace pocos años. Las pantallas y las imágenes han introducido un escenario diferente que exige nuevas habilidades. No basta con comunicarse oralmente o por escrito, es necesario dominar nuevos discursos. Este volumen se dedica a profu...
Article
Full-text available
Introduction. The purpose of this study is to provide a framework for analysis from which to interpret the transformations that take place, as perceived by the participants, when commercial video games are used in the classroom. We will show how Activity Theory (AT) is able to explain and interpret these changes. Method. Case studies are presented,...
Chapter
We recently attended several video game fairs in different European cities. Some researchers, such as Wortley (Simul Gaming 44(2–3):452–465, 2013), refer to these contexts as a starting point for exploring creativity and innovation. These fairs are quite similar to film festivals, even if there are no real actors or celebrities there. Instead, we f...
Conference Paper
Full-text available
https://prezi.com/5pn5ibtmfi4h/fandom-social-and-political-expressions-through-vidding-practices/
Article
Full-text available
The purpose of our study was to carry out a writing workshop in a collaborative setting in which the teacher and the 14 year-old students made up stories while being observed by a researcher. We used a qualitative methodology similar to the Ethnography of Communication and Discourse Analysis, in which narrative and analytical analyses are seen as c...
Article
Este trabajo sintetiza las conversaciones que la autora de la entrevista mantiene con Willen Doise a cerca de cómo el conocimiento se construye desde la sociedad. Las reflexiones se organizan en torno a tres grandes cuestiones. La primera, ¿hasta qué punto la psicología del desarrollo es independiente de la psicología social?, tal vez estamos ante...
Article
El concepto de equilibrio, en su perspectiva estructural y funcional, ocupa un lugar central en la obra de Piaget. Es posible hablar de �modelos de equilibrio�, se trata de aquellos planteamientos que buscan explicar el desarrollo y progreso de los conocimientos. En estos modelos de biología y la matemática han tenido un importante papel The concep...
Article
Este trabajo analiza la incidencia del contexto material y social en el aprendizaje de niños entre cinco y ocho años. Se asume que puede existir una interacción entre estas dos dimensiones del contexto. Se presentan datos relacionados con el aprendizaje en una tarea causal y otra lógico-matemática considerando la eficacia de la interacción del niño...
Chapter
This chapter shows what meaningful gaming means from sociocultural psychology and participatory culture approaches. It shows three levels of approach to the research, organized from three central concepts-video games, machinima and classical cinema. The chapter provides a methodological framework, referring to ethnography and action research; from...
Article
Este artículo trata de contextualizar los distintos trabajos que se incluyen en esta sección monográfica. Reflexionamos, en primer lugar, sobre las relaciones que pueden existir entre lo) que significa la construcción de “una nueva escuela” y el papel que el profesorado desempeña en ella. En principio consideraremos que hay un intento de ir más all...
Article
Full-text available
¿Quées realmente el movimiento conocido como «lenguaje integrado»?, ¿se trata sólamente de un conjunto de prácticas que han adoptado en el aula un número cada vez más numeroso de enseñantes?, ¿cuáles son los principios en los que se apoya?, ¿quérelación existe entre este movimiento y otras aproximaciones innovadoras en educación? Este artículo es u...
Book
Full-text available
El videojuego tiene un pasado y, por supuesto, un futuro. Si en el número 0 de la presente publicación establecíamos la intención de marcar un punto y aparte —o «bit y aparte»— dentro de las escasas publicaciones académicas sobre el universo del videojuego en el mundo hispanohablante, e iniciábamos dicha andanza lanzando una beta de la revista, aho...
Article
Full-text available
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a critica...
Article
This paper considers videogames as meaningful media in interactive and everyday contexts. In order to show our theoretical and methodological perspective for approaching media as practice, we analyze how a commercial video game, Tomb Raider: Cronicles, could be present in several scenarios. The research focuses on how to understand media in context...
Article
This study examines how innovative educational contexts facilitate the development of new literacies in a participatory culture. The study was carried out in a Spanish secondary education school, where students used online conversational environments and video games. The data were collected from a workshop carried out in an English class. It was co...
Chapter
My grandchildren ask me to tell them a story some nights, which I always do. It’s easy for me to invent one. I usually make them the protagonists. If I tell one without using any books, they say it is a story without pages. They love it and fall asleep immediately. I usually suggest that we can imagine everything happening in it, just by closing ou...
Chapter
Video games enthrall: there is no doubt about it. Someone with a console can easily ignore everything going on around him or her. Maybe we can say the same about someone reading a book or about someone who is highly passionate about his/her job and this is especially true of elite sportspeople. Sometime ago, while I was walking along a street my at...
Chapter
When we go into Facebook, Twitter, or other social networks, we identify with the people sending messages because next to them is a small photograph showing who they are. These are representations of real or virtual people. I will tell you about my own experiences of social networks. I first identified myself with a photograph that could have been...
Chapter
In 2010 one of the most famous games in history, Super Mario Bros (1985), celebrated its twenty-fifth anniversary. To celebrate this occasion, its market launch company Nintendo re-lived both its history1 and that of the con-soles that made it possible. When the players took their first steps through the Mushroom Kingdom they said they would never...
Chapter
Cinema, TV, and books are tools for learning. They are part of the twenty-first century culture but did not appear instantaneously, their history being short or long. All are not equally strongly associated with learning situations: the majority is linked to daily life. Let’s use an example. I recall a momentous occasion; the world cup final was be...
Chapter
Some time ago I attended two video game fairs in different European cities, quite similar to a cinema festival. There were no real actors here and no celebrities appearing in the press. Instead the games were on large screens and consoles—new forms of entertainment. For me, the players who were the visitors, walking around the different stands, to...
Chapter
The word art can conjure up very distinct concepts: very often, when I hear it, I recall my faculty classes where I studied its history from the Romanesque to the Baroque. From this perspective it may sound strange when I say that video games are an art form. However, the idea is not new, for example the Final Fantasy Saga (1987–2012), among other...
Chapter
Children’s entertainment is often linked to the presence of characters with whom they can identify. These are their heroes. There are complex processes behind this identification and they are rooted in phenomena as old as humanity itself. Every culture has its heroes and their feats represent the values that are considered good and noble within it....
Chapter
The first time I played with Portal (2007)1 I had the impression that I was with an intelligent object. When the game begins we are in futuristic scenarios travelling with the player, moving through the blue and orange portals that have to be opened in the walls. For this there is a virtual gun that is not aimed at other people. Its screens attract...
Chapter
Darwin or Lamarck would have been amazed by Spore (2008), a video game that simulates the evolution of a creature within a fantasy universe. For the high school students in our classroom workshops this was the norm, but they liked learning through playing. The game was created by Will Wright, who is also author of the Sims, another famous video gam...
Article
Full-text available
Introduction. Video games have proven to be a valuable resource to work different school subjects and topics. Beyond specific content, they could help to develop different abilities, like problem solving. However, not much has been studied on this topic, or many of the studies followed a perspective not entirely compatible with an educational appro...
Chapter
This chapter presents, from an ethnographic perspective, how the use of multiple media platforms promotes the learning of new literacies in school as proactive participants in virtual and transmedia universes. The main goal has been to design scenarios that develop children’s narrative thinking while they learn to tell stories with a video games ad...
Article
Full-text available
Este artículo aporta reflexiones acerca de los retos que implica el desarrollo de los nuevos medios y las transformaciones sociales que permiten. Como conceptos teóricos que permiten dar cuenta de la capacidad creativa y de aprendizaje que se pueden desarrollar en estos medios, se toma en cuenta “cultura participativa” de Jenkins y Cole, el “enfoqu...
Article
This study focuses on the connections between young people's everyday experiences with video games and social networks, and the formal high school curriculum. We assume that digital literacy combines elements of traditional literacy and media education with other dimensions founded on the idea of a participatory culture. The research has been desig...
Technical Report
Full-text available
En este informe analizamos las creencias que manifiesta el alumnado de educación secundaria respecto al valor de los videojuegos comerciales como instrumentos de aprendizaje. Más concretamente se examinan las siguientes dimensiones. 1. Si se puede aprender o no con estos instrumentos de ocio, enla escuela o en instituto. 2. Qué puede aprenderse con...
Article
This presentation examines, from an ethnographic perspective, innovative education settings where children explore media as proactive participants in virtual and transmedia universes. The main goal of the project has been to identify innovative educational practices whenever commercial video games, combined with other new or traditional technologie...
Technical Report
Descargar aquí: http://r.search.yahoo.com/_ylt=AwrIRlv82pRb9AMA9rK_.wt.;_ylu=X3oDMTByaW11dnNvBGNvbG8DaXIyBHBvcwMxBHZ0aWQDBHNlYwNzcg--/RV=2/RE=1536510845/RO=10/RU=http%3a%2f%2fwww.aprendeyjuegaconea.com%2ffiles%2fguia_UAH_2009.pdf/RK=2/RS=k9gCZ6_cjTIGppAOunyeRQdqICQ- Este informe identifica prácticas educativas innovadoras cuando los videojuegos co...
Technical Report
Full-text available
Durante el curso 2008/2009 un centro completo de enseñanza secundaria quiso introducir en las aulas los videojuegos junto a los libros de texto, las películas, las cámaras de fotos o las pizarras tradicionales. Para explorar el poder educativo de estas nuevas tecnologías colaboró junto al profesorado un equipo de especialistas en educación de la Un...
Chapter
This paper describes how a social simulation videogame (The Sims 2 Pets) was introduced into the classroom as a educational tool, and discusses the activities and conversations of the children, teachers and researchers involved. This study adopts a qualitative analytical perspective based on narrative and ethno graphic approaches and discourse anal...
Article
One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of collaboration with teachers, families, and even industries. This paper explores how multimedia contexts can be created in which children become active participants...
Article
The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media, we discuss how media me...
Article
Full-text available
The general aim of this presentation is to explore how video games, supported by conversations and theatrical performances in the classroom, contribute to the development of narrative thought as present in written compositions. Given that one of the primary ecological influences on children is the mass media, we need to consider how media messages...
Article
Full-text available
The general aim of this presentation is to explore how video games, supported by conversations and theatrical performances in the classroom, contribute to the development of narrative thought as present in written compositions. Given that one of the primary ecological influences on children is the mass media, we need to consider how media messages...
Article
Full-text available
The purpose of this paper is to illustrate a sociocultural approach to studying disability in educational contexts grounded in the cultural‐historical and activity theory approaches. From the sociocultural viewpoint, disability is regarded as being located in particular types of activity systems and learning cultures rather than within an individua...
Article
One of the challenges that face us when we try to bring into the classroom commercial materials such as videogames that can be used as educational tools, is to identify appropriate strategies of collaboration with teachers, families and even whole industries. This paper explores how multimedia contexts can be created, in which children turn into ac...
Article
Full-text available
The purpose of this paper is to draw out the consequences of the communal character of learning approach promoted by a sociocultural framework. This approach has both descriptive-analytical and prescriptive-guiding power: it helps to analyze existing practices be they traditional, exclusive, or innovative but, what is, probably, even more important...
Technical Report
Full-text available
En este número especial de Senderos se presentan los hallazgos de 8 investigaciones de campo acerca de la construcción de conocimiento e identidad en el ciberespacio y la vida institucional en el Noreste de México
Article
This study deals with the construction of identity in institutional contexts, taking as a starting point a Bakhtinian approach. We focus on the idea of author and hero and consider it as a metaphor allowing us to look for new models through which to understand human learning. We consider in particular the ethical and aesthetic dimension of human ac...
Article
Full-text available
In this paper, we explore the meaning of the main textual modes (narration, description and exposition) in a writing task performed at school. These modes are thought as typical discursive genres in school that are constituted as participants’ categories in this arena. From this point of view, we analyze conversations between student pairs planning...
Article
Full-text available
El objetivo de esta ponencia no es aportar ¿verdades cerradas¿, sino proponer un marco de discusión que facilite la integración de aproximaciones muy distintas al hecho de aprender y enseñar en un mundo digital. Pensamos que en la enseñanza y el aprendizaje debe quedar siempre un sitio para la creatividad, la introducción del significado y la const...
Article
Full-text available
Nuestro único objetivo con estas páginas ha sido provocar una reflexión crítica ante el término "objetos de aprendizaje", tal como aparece entre algunos autores que proponen un modelo "instruccional" en educación. Nos parece interesante recordar que los sistemas simbólicos que utilizan los individuos para atribuir significados no pueden prescindir...
Article
En este libro se muestra qué ocurrió en un taller de escritura y medios audiovisuales, también el marco teórico y metodológico desde el que se ha interpretado. Las reflexiones se organizan alrededor de tres grandes núcleos temáticos. En primer lugar, el punto de partida de nuestro trabajo teórica y metodológicamente, que abarca dos perspectivas: la...
Article
In this research note we explore how children construct their identity in the context of a literacy practice: developing written and audio-visual texts in small-group situation to be published on the Internet. Through their dialogue, a shared identity is growing on the context, and every children create an identity as member of a community in which...
Article
En: Kikirikí : cooperación educativa Sevilla 2003, n. 70, septiembre-noviembre ; p. 53-59 Este trabajo explora lo ocurrido cuando el alumnado y el profesorado hablan y escriben sobre uno de los episodios incluidos en una serie muy popular entre el público infantil. Estas discusiones y los textos elaborados posteriormente pueden ser un ejemplo de có...
Article
This paper argues that planning entails distributed, mutual contributions of individuals, their social partners, and their community institutions. We suggest that these mutually involved contributions can be viewed through shifts in focus of analysis, contrasting with analyses of cognitive development that treat individuals as though they exist apa...
Article
Full-text available
The study of the collaboration and of the creative thought, as well as the prevention of the violence has to appear in a concrete context since it is the school. The creative thought is a scantily studied process. How this practise can be a protection factor it is one of the challenges raised in this "Anti-Violence" workshop. Different types of col...
Article
Full-text available
En este trabajo presentamos una experiencia multimedia llevada a cabo en un Centro Público de Alcalá de Henares con el objetivo de educar en la ¿no violencia¿. El análisis del papel de la televisión en este fenómeno psicosocial nos permitirá diseñar escenarios educativos relacionados con la alfabetización audiovisual y orientados a la prevención de...
Article
El objetivo de este artículo es contextualizar diversos estudios producidos en el ámbito latinoamericano. Este número monográfico ha surgido de un interés por reflexionar sobre algunos problemas que están presentes en la investigación psicológica y educativa en ese ámbito geográfico. España y Latinoamérica son dos mundos próximos si nos fijamos en...
Article
This study aims to explore how the learning and development of writing take place in the classroom. Adopting a Vygotskian perspective two specific questions form the point of departure of our work. First, we explore the development of writing texts as a social process involving conversations with teachers and peers and carried out by the appropriat...