Laura Rojas de Francisco
Laura Rojas De Francisco marketing researcher with a background in communication sciences. He holds a PhD in Humanities and a Master in Art Theory (Consumption, marketing and Culture) both awarded by the Autonomous University of Barcelona (Spain). She also holds Masters’ in Communication and Education and in Education and a Bachelor’s Degree in Communication, From the Autonomous University of Barcelona and Mariana University (Colombia). She is director of Grupo de Estudios en Mercadeo in EAFIT University, has collaborated with Gabinete de Comunicación y Educación from the UAB Communications Sciences Faculty
Supervisors: Jordi López - Sintas
Phone: (57)(4) 4489500 (9969)
Address: Campus Universidad EAFIT, Medellín Colombia
Supervisors: Jordi López - Sintas
Phone: (57)(4) 4489500 (9969)
Address: Campus Universidad EAFIT, Medellín Colombia
less
InterestsView All (30)
Uploads
Papers
leisure activities in the process, which involves changes in the leisure experience and practices. In this
regard, we explore leisure transformation to find the meanings, transformations and motivations related
with the digital leisure experience. The findings have leaded us to conceptualize the nature of leisure.
Design/methodology/approach: Research is framed in the interpretive/ constructivist paradigm and the
hermeneutic tradition. We interviewed 30 individuals that used to perform leisure activities with digital
technologies, over a period of six months in 2009 in Barcelona. The analysis leaded to a set of conceptual
themes by applying narrative thematic analysis to the corpus of texts. We searched for spaces and
moments in which the activities were performed, the technologies used and the meanings, satisfactions
and benefits of those activities.
Findings: We revisited the research about the nature of leisure after the use of digital technologies. The
findings suggest properties and features of leisure activities that are associated with the freedom to choose
and carry out activities and with the technological characteristics. Traditional leisure is transformed when
digital technologies are used for leisure. We provide evidences about it by describing digital based leisure
in the homes and social leisure activities with digital technologies.
Research implications/limitations: The study suggests that digital leisure has transformed the nature of
leisure and the findings can be used for the design and development of home leisure technologies and the
management of social activities. There is an opportunity to go deeper and find more information about
digital leisure in other areas of people's life considering their families or other social connections. Also
study digital leisure according to the evolution of digital technologies, devices and applications.
Originality/value: The study provides a basis to redefine the nature of leisure and also explores the
transformations in leisure brought about by digital technologies
Se hizo mediante encuestas e Investigación acción.
Como resultado se hicieron programas de televisión que dieron pauta para la creación de un espacio televisivo.
el marco de inversiones en infraestructura para propiciar los espacios de encuentro con el otro y con el entorno natural, se desarrollan hasta el presente, un conjunto de acciones
y programas que tienen como objetivo crear espacios y diálogos que generan un ambiente óptimo para la creatividad, la innovación y la cultura, sea entre los integrantes de la comunidad universitaria o los ciudadanos, en el sur de la ciudad.
temporally and experientially to achieve a variety of roles (Iso-Ahola, 1997) of leisure.
ICT enables leisure into the workspace and work into leisure space (Bryce, 2001), leading to the creation of heterotopic spaces (Foucault, 1984), leisure islands in a sea of work, islands where production criteria differ from the usual meanings of space.
In this regard we studied the digital leisure in relation to the transformation of natural spaces and their meanings through the use of interpretive qualitative methods analyzing the use of digital technologies for leisure and their implications, their spaces and activities with a group of thirty informants, semi-structured interviews were conducted.
In the data findings there are digital leisure experience characteristics, where the boundaries between work and leisure spaces are blurred because the same activity is happening in different areas.
Implications are also recognized in relation to their needs and satisfactions, and the time, space and circumstantial factors. Which give the characteristics of simultaneity
and juxtaposition of spaces in leisure activities in the workplace, work activities in leisure or leisure activities made during transition between life spaces (Parker, 1971).
The performance of these activities respond to needs such as being active, relaxation and escape from the routine, which can choose spontaneously if digital devices are
available. Considering their characteristics of multi-functionality, mobility and connection to Internet, provide the basis for the creation of heterotopic leisure spaces.
This having in mind that in the digital environment, temporary leisure spaces have place, and are also linked to other spaces that are real, are out of all places, and yet it
may be possible to indicate their location in reality, while are virtually simultaneously being.
Based on the findings we propose to consider digital leisure takes place across boundaries and so the spaces are not fixed so they are abnormal spaces, obeying the characteristics of heterotopic spaces.
Therefore we propose to talk as activity - space binomial and take into account the subjectivity of the individual for digital leisure studies, and consider the combined digital properties and leisure properties, this conjugation shows that the significance of
each space is given in terms of properties that users recognize and apply in spite of the abnormality.
Keywords: PhD education laws, institutional approach, supra-national institutions
Resumen:
La educación de doctorado en España ha experimentado rápidos cambios estructurales. considerando su membrecía en las políticas institucionales de la Comunidad Europea, a nivel supranacional y nacional, esos cambios han tomado forma. Este estudio se centra en los cambios de la política de educación de doctorado en España. Con el fin de explorar tales cambios, se introduce el enfoque de la política institucional para contextualizar los cambios en la educación en los doctorados en España. Varios documentos legales a nivel supranacional se revisan, para enmarcar los cambios de la educación de doctorado a nivel nacional. Por otra parte, los documentos legales a nivel nacional, son revisados para seguir la evolución de la educación de doctorado en España y encontrar los contrastes en la aplicación.
Palabras clave: Política educativas para doctorado, enfoque institucional, instituciones supranacionales
Ercilia García Álvarez, Jordi López Sintas, y Laura Rojas de Francisco,
Universidad Autónoma de Barcelona.
Within the range of possible uses of information and communication technologies, there
are leisure uses that we understand as digital leisure, which is constructed spatially,
temporally and experientially to achieve a variety of roles (Iso-Ahola, 1997) of leisure.
ICT enables leisure into the workspace and work into leisure space (Bryce, 2001),
leading to the creation of heterotopic spaces (Foucault, 1984), leisure islands in a sea of
work, islands where production criteria differ from the usual meanings of space.
In this regard we studied the digital leisure in relation to the transformation of natural
spaces and their meanings through the use of interpretive qualitative methods analyzing
the use of digital technologies for leisure and their implications, their spaces and
activities with a group of thirty informants, semi-structured interviews were conducted.
In the data findings there are digital leisure experience characteristics, where the
boundaries between work and leisure spaces are blurred because the same activity is
happening in different areas.
Implications are also recognized in relation to their needs and satisfactions, and the
time, space and circumstantial factors. Which give the characteristics of simultaneity
and juxtaposition of spaces in leisure activities in the workplace, work activities in
leisure or leisure activities made during transition between life spaces (Parker, 1971).
The performance of these activities respond to needs such as being active, relaxation
and escape from the routine, which can choose spontaneously if digital devices are
available. Considering their characteristics of multi-functionality, mobility and
connection to Internet, provide the basis for the creation of heterotopic leisure spaces.
This having in mind that in the digital environment, temporary leisure spaces have
place, and are also linked to other spaces that are real, are out of all places, and yet it
may be possible to indicate their location in reality, while are virtually simultaneously
being.
Based on the findings we propose to consider digital leisure takes place across
boundaries and so the spaces are not fixed so they are abnormal spaces, obeying the
characteristics of heterotopic spaces.
Therefore we propose to talk as activity - space binomial and take into account the
subjectivity of the individual for digital leisure studies, and consider the combined
digital properties and leisure properties, this conjugation shows that the significance of
each space is given in terms of properties that users recognize and apply in spite of the
abnormality.
Keywords: Digital Leisure, heterotopic spaces, digital culture
order to deal with these new and changing conditions. This is an important fact due to these
strategies also have guided the actions of the European Union in promoting digital and media
literacy. In order to understand how it has got to the current position in Europe, we identify
and describe the models of literacy (digital and its gradual transformation in media literacy) that
have emerged along more than a decade.
Findings allows to conceptualize the nature of leisure having in mind that digital technologies make possible that limits between spaces get blur, creating heterotopic spaces (Foucault & Miskowiec, 1986), then individuals assign the meaning according to social conventions and meanings previously stablished.
Research is framed in the interpretive/ constructivist paradigm and the hermeneutic tradition. Was made doing semi-structured interviews to 30 individuals that perform activities for leisure with digital technologies in Barcelona. With the interviews we made a set of themes, by applying narrative and thematic analysis (Crotty, 1998), to know about activities, spaces and moments in which the activities are performed, the technologies used and the meanings, satisfactions and benefits of those activities.
This is a review of the nature of leisure having in mind digital technologies conditions. The findings suggest properties and features of digital leisure activities that are associated with the freedom to choose and carry out activities and with technologies characteristics. Traditional leisure is transformed when digital technologies are used for leisure. Provides evidences about it by describing digital based leisure in the homes and social leisure activities with digital technologies. Traditional leisure is transformed. This study is the doctoral thesis developed with de research group Consumption, marketing & culture from the UAB. Is based on users” digital activities with ICT and Internet for leisure purposes and describe digital leisure and social digital leisure.
The study suggest that digital leisure has an effect in the nature of leisure because there are digital activities for leisure or not developed in work spaces or leisure spaces and that, opens the possibilities to give guidelines for the design and development of technologies for the home leisure and the management of social activities with effects in the way people interact. There is an opportunity to go deeper and find more information about digital leisure in other areas of people’s life considering their families or other social connections.
The study provides research opportunities about digital leisure in other areas of people”s life, according to the evolution of digital technologies, devices and applications, and in the field of the digital technologies use for serious leisure (Stebbins, 1992) in relation to alternative ways of learning. The study provides a basis to define digital leisure and also explores leisure possibilities and transformations in leisure where performed with digital technologies.
(como Facebook) se ofrecen a los individuos en fase de pruebas alentando
al jugador a participar en su difusión, creación, mantenimiento del juego y
de sus servicios asociados (como espacios digitales de discusión pública).
Esta relación recíproca entre productor y consumidor se interpreta desde la
literatura como una práctica cocreativa mutuamente beneficiosa entre las
partes y se encuentra centrada en la fase de compromiso del usuario. En
este capítulo nos proponemos explorar desde la fase inicial de compromiso
hasta la desvinculación de la practica cocreativa por parte del usuario
mediante una investigación etnográfica que ha cubierto los tres años del
ciclo de vida de un juego social anclado en la red social Facebook. Nuestros
resultados muestran una descripción densa de: (1) la experiencia subjetiva
del jugador en el proceso de cocreación del juego, los servicios y la
experiencia deslocalizada de participar en juegos sociales, y (2) de su
interpretación de las decisiones de los gestores empresariales relacionadas
con el juego (compromiso del jugador, cambio de propietarios y decisión de
cierre). Una mejor comprensión del marco interpretativo del usuario en
relación a su experiencia de juego, la naturaleza del juego y de su relación
cocreativa del juego junto la empresa nos sitúa en condiciones de
interpretar y discutir los principios culturales que ordenan las interacciones
entre los gestores empresariales y los usuarios del juego social.
Keywords: Self-management, Twitter, crisis, microblogging, qualitative analysis.
Resumen:
En el contexto de la crisis económica hay iniciativas para afrontar las dificultades, este artículo es un acercamiento a las opiniones y prácticas alrededor de la autogestión, considerada como una forma de organización social para la provisión y gestión de recursos y servicios al margen de la Administración pública y de la oferta comercial. Nos basamos en una revisión de la literatura contemporánea académica y no académica sobre la autogestión. Para realizar el estudio nos centramos en el estudio de los contenidos en mensajes de Twitter que aparecen vinculados al hashtag “#autogestión” y para ello se ha utilizado minería de datos para obtener los tuits, aplicaciones para establecer impacto, alcance e influencia de los mensajes, y luego se han analizado contenidos para construir las temáticas a partir de los textos. Los hallazgos muestran datos sobre el impacto de los mensajes y luego se describen los significados y las prácticas de autogestión por temáticas a partir de lo que los usuarios comparten en sus mensajes.
Palabras clave: Autogestión, Twitter, crisis, microblogging, análisis cualitativo.
This chapter wants to show how using Complex Social Network Analysis (CSNA) allows us to consider social media as predictors of users’ behaviour, because it is possible to explain how people within the digital society build communities online, and to know how by understanding these conversations marketing makes decisions. This chapter exposes the way to analyse information obtained by downloading large volumes of contents, publicly shared on social networking sites to determine the different relationships and topics shared and commented on by social network users. a simple activity that makes it easy to repeatedly fill the time.
universitaria en la Universidad EAFIT desde la conformación
del Proyecto Universidad Parque hace más de 15 años. En
el marco de inversiones en infraestructura para propiciar los
espacios de encuentro con el otro y con el entorno natural,
se desarrollan hasta el presente, un conjunto de acciones
y programas que tienen como objetivo crear espacios y
diálogos que generan un ambiente óptimo para la creatividad,
la innovación y la cultura, sea entre los integrantes de la
comunidad universitaria o los ciudadanos, en el sur de la
ciudad.
ciudadana, así lo viene haciendo el colectivo Casa Kolacho de la comuna
13 de Medellín en Colombia, quienes usando esta estrategia han logrado
generar y fortalecer procesos de participación ciudadana y movilización
social. Este artículo se centra en mostrar cómo se vincula a las personas en
producciones culturales y creativas para la movilización social.
Para detectar las acciones del colectivo se hicieron varios análisis
web y de contenidos online, para identificar actores y actividades con los
que se entró en contacto participando de las actividades. Los hallazgos
muestran cómo el Centro Cultural Casa Kolacho, es una plataforma que
expone su lucha social en diferentes repertorios y medios online y offline
y así ha logrado producciones y encuentros culturales con la ciudadanía
y se ha venido convirtiendo en un referente de la transformación social
en la ciudad de Medellín.