Jurisprudencia y Ciencias Sociales
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Item Mundo ensimismado: videojuegos y comunicación intrafamiliar en jóvenes estudiantes de bachillerato(Universidad Técnica de Ambato, Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Comunicación, 2026-01-26) Sepa Casa, Dayana Maricela; Robayo Valencia, Clara ElenaThis research, Self-absorbed World: Video Games and Intra-family Communication in Young High School Students, creates an escape from reality, a process that has been affected by the emergence of new technological tools, becoming a phenomenon in the daily lives of young people. It examines the criteria of interpersonal and intra-family communication, technology as entertainment platforms, cyberculture, and digital behavior, with the aim of analyzing the influence of video game use on intrafamilial communication among young high school students. The methodology used in this field was mixed, with qualitative relevance. In this sense, interviews were conducted with parents, teachers, and a focus group of students. The survey was conducted with a population of 179 first-year high school students from the ‘17 de Abril’ Educational Unit. The results revealed that video games influence communication within the family unit, as evidenced by the recurring phrase in the focus group interview with students: ‘I prefer not to tell them anything.’ Likewise, an important piece of data on communication or relationships with parents reveals that 38% have poor communication, while 69% indicate that they sometimes talk to their parents during the day, evidencing a phenomenon of lack of communication. 36% express self-absorption, with young people preferring to play alone, creating a social disconnect. Finally, it was concluded that the use of video games does influence family communicationItem Del entretenimiento a la pedagogía, la narrativa en el videojuego: metal gear solid(Universidad Tècnica de Ambato, Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Comunicaciòn, 2023-09) Moyolema Cuji, Kevin Mauricio; Martinez Bonilla, Carlos AlbertoThe main objective of this research is to demonstrate how video games have become media capable of transmitting historical, scientific, ethical, and political knowledge directly and indirectly to the player, using interactive elements within their narrative, using as object of study the video game Metal Gear Solid which has become a cult reference inside the industry. In this way, in this thesis we reflect beyond the stereotype of the video game as a media that transmits only negative values, analyzing how they have become a very influential cultural industry in recent decades, transformed and adapted resources from other media. such as cinema and literature, as well as being a media capable of being used as a therapeutic or pedagogical resource. Also, it examines how the ludo narrative of the Metal Gear saga evolved thanks to the vision of its creator and his passion for other media such as cinema, influencing various audiovisual products until the launch of the video game selected as the object of study Metal Gear Solid where the depth of its characters and the influence for its creation, in the same way, crucial scenes with a pedagogical background of the video game were examined, to finally demonstrate how video games in relation to communication are capable of transmitting various teachings and knowledge to the player, which they can use within your daily life.Item Uso de videojuegos y comunicación familiar(Universidad Tècnica de Ambato, Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Trabajo Social, 2023-09) Barragán Salazar, Melany Daniela; Campoverde Quijano, Egda MaribelThe use of video games is an activity that has been used since the 1940s, and is currently one of the activities that generates the most economic income and is the one most frequently performed by adolescents, due to the easy access to them. As far as family communication is concerned, according to the adolescents' perspective, it is avoidant due to the limitations of dialogue with their parents. The objective of the research was to analyze the influence of the use of video games and family communication. The approach was quantitative, correlational and explanatory, with a deductive, analytical-synthetic and hypothetical-deductive method. We worked with a population of 62 adolescents from the "Ricardo Descalzi" Educational Unit of the first, second and third years of high school between 15 and 19 years of age. The instrument used to collect information on the video game variable was the Spanish version of the Gambling Addiction Scale for Adolescents (GASA) questionnaire, which contains 7 questions; on the other hand, for the family communication variable, the Family Communication questionnaire (C.A.-M/C.A.-P), which consists of 20 questions, was used. The results indicated that 25.8% of the adolescents have a problem gambling and 4.8% have a possible addiction, and the type of communication that stands out in the homes of the adolescents of the "Ricardo Descalzi" Educational Unit is avoidance. The statistical test used was Spearman's Rho, obtaining a p-value of 0.720. Finally, it was concluded that the use of video games does not influence family communication, since the latter is affected by other factorsItem El trabajo social y la inteligencia emocional; caso de estudio, el uso de los videojuegos en los estudiantes(Universidad Técnica de Ambato,Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Trabajo Social, 2022-09) Catota Catota, Mónica Belén; Pino Loza, Eulalia DoloresNowadays, the use of video games in the population has been increasing in a direct, strong and overwhelming way, changing the social and emotional reality at the moment of the interaction of the individual in their social networks, presenting doubts, attention deficit, concentration and lack of control of their impulses regarding to how the video game is involved in the behavior and identity of the individual. From Social Work it is important to address these changes that allow us to describe how the video game goes from being a means of entertainment to a process of adaptability, necessity and immediacy to opt for its use and increase the consumption of addiction that is immersed in the development of the individual and changing daily habits, always evolving and generating both opportunities and problems related to the use of the video gameItem Uso de videojuegos y redes sociales de los estudiantes universitarios(Universidad Técnica de Ambato,Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Trabajo Social, 2022-03) Acosta Cordova, David Marcelo; Pino Loza, Eulalia DoloresCurrently, the use of video games in the population has been increasing, changing the ways of interaction of the individual in their social networks from a technological and social point of view, presenting doubts and lack of attention regarding how the video game is involved in the routines and identity of the individual, so from Social Work it is important to address these changes from a holistic view that allows describing how the video game goes from being a means of entertainment to a process of cultural change that is immersed in the means of action and development of the individual, always evolving and generating both opportunities and problems related to the use of the video gameItem La semiótica del videojuego en la percepción de género en los adolescentes(Universidad Técnica de Ambato. Facultad de Jurisprudencia y Ciencias Sociales, Carrera de Comunicación Social, 2021-02) Cisneros Vera, Andrés Alejandro; Proaño Zurita, Jenny De Los ÁngelesTo begin with the compendium of the video game is currently intuitive; that is to say that for the players in question of playability it does not need an instructive guideline. In addition to this, the visual perception of male and female complexions refers to aspects beyond their clothing, but also to the fact that they reproduce behaviors rooted in a gender conception. In this way, the video game projects a spectacularization in relation to the perception of the world. However, the virtual representation of the game that it constitutes in the gamer, has semiotic implications in the foundation of the gender role according to the preferences and attitudes of the same. Due to this, this study reflects the perceptions, behaviors, gender backgrounds of the main and adjacent characters of the video game "Grand Theft Auto V, Rockstar North, 2013". In this way, the experimental achievement in players / ras is a reference for analysis to establish dynamics in the constructions of symbolic arguments as a means of information about the conception of the video game. Substantially, ludological structures of characters are analyzed from cinematographic sequences and the video game interface is categorized between the user. Along with this, discover the repercussions that they entail in the conception of gender. In this way, conclusions were generated regarding the use of the video game and mainly, the independent assessment in aspects of gender projection in players / ras; through methodologies and theories that address later studies