RLCS, Revista Latina de Comunicación Social, 74 – Pages 214 to 236 [Funded Research] | DOI:10.4185/RLCS-2019-1328en |ISSN 1138-5820 | Year 2019
How to cite this article in bibliographies / References MJ Establés, M Guerrero-Pico, RS Contreras-Espinosa (2019): “Gamers, writers and social media influencers: professionalisation processes among teenagers”. Revista Latina de Comunicación Social, 74, pp. 214 to 236. http://www.revistalatinacs.org/074paper/1328/11en.html DOI: 10.4185/RLCS-2019-1328en
Gamers, writers and social media influencers: professionalisation processes among teenagers María-José Establés [CV] [ ORCID] [ GS] Research staff. Communication Department. Universitat Pompeu Fabra, UPF - Barcelona (Spain). mariajose.estables@upf.edu. Mar Guerrero-Pico [CV] [ ORCID] [ GS] Research staff. Communication Department. Universitat Pompeu Fabra, UPF - Barcelona (Spain) mariadelmar.guerrero@upf.edu. Ruth-S Contreras-Espinosa [CV] [ ORCID] [ GS]. Professor. Communication Department. Universitat de Vic-Universidad Central de Cataluña / UVic (Spain). ruth.contreras@uvic.cat.
Abstract Introduction. The evolution of the media industry has prompted profound changes in the way teenagers develop their skills and access transmedia products. To be precise, the article focuses on the emergence of a grey area where media hobbies become professionalisation opportunities for young people, and profit opportunities for the industries. Methods. The study has been carried out from a mixed qualitative and quantitative methods approach. Ethnographic, statistical and textual data collection and analysis techniques have been implemented. Results. Three areas of professionalisation are detected: video games, creative writing and social networks, each with its own dynamics with respect to teenagers’ gender and the resources and platforms used. Discussion and conclusions. Teenagers who undertake professionalisation processes constitute a minority and, within this group, it is essential to strengthen the skills that allow them to understand to what extent media companies profit from their work. Keywords Transmedia literacy; eSports; influencers, teenagers, collaborative writing.
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