EDUARDO RODRÍGUEZ BARCENILLA | University of Salamanca (original) (raw)
Papers by EDUARDO RODRÍGUEZ BARCENILLA
Anàlisi
En este artículo se realiza una evaluación de las revistas en español mejor indexadas en el área ... more En este artículo se realiza una evaluación de las revistas en español mejor indexadas en el área de la comunicación en el periodo comprendido entre 2009 y 2019 en España, Portugal y América Latina. Para ello, se analiza el estado de la cuestión de las revistas científicas en este ámbito tomando como referencia el índice SJR-Scimago-Scopus, situadas en los cuartiles uno y dos (ranking a fecha de 31 de diciembre de 2019). Se ha analizado una muestra compuesta por 4.098 artículos pertenecientes a ocho revistas de investigación en comunicación que han sido analizados a través de un libro de codificación en el que participaron cinco codificadores entrenados. Como parámetros de análisis se ha tomado en cuenta el género de los autores, del primer y segundo autor, su índice h, el número de autores por artículo, la internacionalización de los artículos, la financiación competitiva de los mismos, las regiones de publicación preponderantes de los autores y la tipología de artículos más frecuen...
Information
The world of video games has become one of the most important entertainment niches for society. I... more The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highlighted the need to discover differences and similarities between players, both in habits and motivations. We present a study based on a survey procedure for the completion of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and that reached a total of 711 valid responses. The results showed that there were no significant differences in terms of hours spent playing video games between the two genders, although there were motivational differences in the reasons for playing, specifically in terms of competition and challenge. The discussion of the results was carried out by means of a comparative statistical analysis of means to confirm the hypotheses...
MDPI Information, 2022
The world of video games has become one of the most important entertainment niches for society. ... more The world of video games has become one of the most important entertainment niches
for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and
music, driving the development of a new form of communication. The increase in the number of
female gamers has highlighted the need to discover differences and similarities between players,
both in habits and motivations. We present a study based on a survey procedure for the completion
of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and
that reached a total of 711 valid responses. The results showed that there were no significant
differences in terms of hours spent playing video games between the two genders, although there
were motivational differences in the reasons for playing, specifically in terms of competition and
challenge. The discussion of the results was carried out by means of a comparative statistical analysis
of means to confirm the hypotheses and meet the objectives. Despite the existence of significant
differences between genders, these were not as notable as might be expected. When it comes to
gaming, as we have detected in our study, there were some consumption habits with differentiated
gender patterns; however, in relevant indicators such as hours of consumption, increase in lockdown
consumption, and spending, there were no significant differences. The gender gap that existed a few
years ago between video gamers is becoming progressively narrower
Comunicación y Diversidad. Libro de comunicaciones del VII Congreso Internacional de la Asociación Española de Investigación de la Comunicación, 2020, ISBN 978-84-09-20963-7, págs. 1149-1170, 2020
Anàlisi
En este artículo se realiza una evaluación de las revistas en español mejor indexadas en el área ... more En este artículo se realiza una evaluación de las revistas en español mejor indexadas en el área de la comunicación en el periodo comprendido entre 2009 y 2019 en España, Portugal y América Latina. Para ello, se analiza el estado de la cuestión de las revistas científicas en este ámbito tomando como referencia el índice SJR-Scimago-Scopus, situadas en los cuartiles uno y dos (ranking a fecha de 31 de diciembre de 2019). Se ha analizado una muestra compuesta por 4.098 artículos pertenecientes a ocho revistas de investigación en comunicación que han sido analizados a través de un libro de codificación en el que participaron cinco codificadores entrenados. Como parámetros de análisis se ha tomado en cuenta el género de los autores, del primer y segundo autor, su índice h, el número de autores por artículo, la internacionalización de los artículos, la financiación competitiva de los mismos, las regiones de publicación preponderantes de los autores y la tipología de artículos más frecuen...
Information
The world of video games has become one of the most important entertainment niches for society. I... more The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highlighted the need to discover differences and similarities between players, both in habits and motivations. We present a study based on a survey procedure for the completion of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and that reached a total of 711 valid responses. The results showed that there were no significant differences in terms of hours spent playing video games between the two genders, although there were motivational differences in the reasons for playing, specifically in terms of competition and challenge. The discussion of the results was carried out by means of a comparative statistical analysis of means to confirm the hypotheses...
MDPI Information, 2022
The world of video games has become one of the most important entertainment niches for society. ... more The world of video games has become one of the most important entertainment niches
for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and
music, driving the development of a new form of communication. The increase in the number of
female gamers has highlighted the need to discover differences and similarities between players,
both in habits and motivations. We present a study based on a survey procedure for the completion
of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and
that reached a total of 711 valid responses. The results showed that there were no significant
differences in terms of hours spent playing video games between the two genders, although there
were motivational differences in the reasons for playing, specifically in terms of competition and
challenge. The discussion of the results was carried out by means of a comparative statistical analysis
of means to confirm the hypotheses and meet the objectives. Despite the existence of significant
differences between genders, these were not as notable as might be expected. When it comes to
gaming, as we have detected in our study, there were some consumption habits with differentiated
gender patterns; however, in relevant indicators such as hours of consumption, increase in lockdown
consumption, and spending, there were no significant differences. The gender gap that existed a few
years ago between video gamers is becoming progressively narrower
Comunicación y Diversidad. Libro de comunicaciones del VII Congreso Internacional de la Asociación Española de Investigación de la Comunicación, 2020, ISBN 978-84-09-20963-7, págs. 1149-1170, 2020