DSpace Collection:https://hdl.handle.net/10171/50552024-03-29T11:35:33Z2024-03-29T11:35:33ZHow fiction makes amends for journalism: the case of When They See Ushttps://hdl.handle.net/10171/685522024-01-29T06:05:17Z2022-01-01T00:00:00ZTitle: How fiction makes amends for journalism: the case of When They See Us
Abstract: The miniseries When They See Us constitutes an example of how a based-on-real-events fiction work can add to its poetic role the ability to participate in shaping democracy. Although journalism is not its central issue, this Netflix series makes a representation of the press in which it shows how the media failed in fulfilling its democratic role and tries to make amends for it. By analyzing 21 scenes dedicated to the media from a narrative perspective, this paper shows how the series represents the press’ failure in acting as watchdog during this case. Moreover, it also shows how this representation of the press turns the series into a watchdog itself.2022-01-01T00:00:00ZE-commerce as a source of revenue in Spanish digital news mediahttps://hdl.handle.net/10171/685372024-02-12T06:06:15Z2024-01-01T00:00:00ZTitle: E-commerce as a source of revenue in Spanish digital news media2024-01-01T00:00:00ZFiction as an ally to make journalism more believable: rape, trauma and secondary victimization in the Netflix miniseries 'Unbelievable'https://hdl.handle.net/10171/684612024-01-22T06:06:34Z2022-06-17T00:00:00ZTitle: Fiction as an ally to make journalism more believable: rape, trauma and secondary victimization in the Netflix miniseries 'Unbelievable'
Abstract: Este artículo muestra cómo las series de ficción basadas en hechos reales pueden contribuir a representar mejor a las víctimas y a explicar su doble victimización, algo en lo que el periodismo muchas veces falla, dado que no puede acceder al pensamiento e intenciones de los protagonistas.2022-06-17T00:00:00ZPalliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness.https://hdl.handle.net/10171/684582024-01-22T06:06:37Z2023-04-20T00:00:00ZTitle: Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness.
Abstract: The message of palliative care can be promoted using creative thinking and gamification. It can be an
innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy.
The aim of this article is to design, test and evaluate a gamified social intervention to enhance palliative care awareness among younguniversity students from non-health background.2023-04-20T00:00:00Z