Newsgames frente a los discursos del odio en la crisis de los refugiados

  1. Salvador Gómez-García 1
  2. María-Antonia Paz-Rebollo 2
  3. José Cabeza-San-Deogracias 3
  1. 1 Universidad de Valladolid

    Universidad de Valladolid

    Valladolid, España


  2. 2 Universidad Complutense de Madrid

    Universidad Complutense de Madrid

    Madrid, España

    ROR 02p0gd045

  3. 3 Universidad Rey Juan Carlos

    Universidad Rey Juan Carlos

    Madrid, España


Comunicar: Revista Científica de Comunicación y Educación

ISSN: 1134-3478

Year of publication: 2021

Issue Title: La ciberconvivencia como escenario social: Ética y emociones.

Issue: 67

Pages: 123-133

Type: Article

DOI: 10.3916/C67-2021-10 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Comunicar: Revista Científica de Comunicación y Educación


Cited by

  • Scopus Cited by: 24 (22-02-2024)
  • Dialnet Métricas Cited by: 18 (25-02-2024)
  • Web of Science Cited by: 13 (18-10-2023)
  • Dimensions Cited by: 18 (29-02-2024)

JCR (Journal Impact Factor)

  • Year 2021
  • Journal Impact Factor: 5.725
  • Journal Impact Factor without self cites: 5.4
  • Article influence score: 1.332
  • Best Quartile: Q1
  • Area: EDUCATION & EDUCATIONAL RESEARCH Quartile: Q1 Rank in area: 18/270 (Ranking edition: SSCI)
  • Area: COMMUNICATION Quartile: Q1 Rank in area: 10/95 (Ranking edition: SSCI)

SCImago Journal Rank

  • Year 2021
  • SJR Journal Impact: 1.382
  • Best Quartile: Q1
  • Area: Education Quartile: Q1 Rank in area: 93/1441
  • Area: Communication Quartile: Q1 Rank in area: 36/472
  • Area: Cultural Studies Quartile: Q1 Rank in area: 6/1204

Índice Dialnet de Revistas

  • Year 2021
  • Journal Impact: 4.950
  • Field: COMUNICACIÓN Quartile: C1 Rank in field: 2/67
  • Field: EDUCACIÓN Quartile: C1 Rank in field: 2/235


  • Social Sciences: A+

Scopus CiteScore

  • Year 2021
  • CiteScore of the Journal : 9.8
  • Area: Cultural Studies Percentile: 99
  • Area: Communication Percentile: 98
  • Area: Education Percentile: 98

Journal Citation Indicator (JCI)

  • Year 2021
  • Journal Citation Indicator (JCI): 2.94
  • Best Quartile: Q1
  • Area: COMMUNICATION Quartile: Q1 Rank in area: 6/218
  • Area: EDUCATION & EDUCATIONAL RESEARCH Quartile: Q1 Rank in area: 11/743


(Data updated as of 29-02-2024)
  • Total citations: 18
  • Recent citations (2 years): 13
  • Field Citation Ratio (FCR): 16.74


The refugee crisis has been a fertile ground for hate speech that has portrayed migrants as a dangerous threat and has been spread through social networks. While the media have unconsciously contributed to the proliferation of these racist messages, some have reacted by extending their traditional journalistic activity to the creation of newsgames to find new ways of addressing the situation. This study examines the use of five newsgames developed by leading media outlets using a methodology based on a multimodal qualitative analysis (informative and ludonarrative). The results showed that newsgames players have access to truthful information, as is the case for other journalistic genres, and draw on other types of personal and emotional information (circumstances, feelings, family ties). These data did not appear in isolation but integrated into the gaming experience. The study concludes by identifying the interaction between the levels of information and immersion of the newsgames that make up the sample, as well as their different gradation: giving the player the opportunity to make more significant decisions within the story allows for the introduction of nuances that promote empathy towards refugees; however, greater freedom in the gaming experience in newsgames distances them from the classic informational model and may involve a greater risk of distortion of the ideas that they seek to promote.

Funding information

Esta investigación forma parte de los proyectos I+D+i «Cartografía de los Discursos del Odio en España desde la Comunicación: Ámbito político, deportivo y taurino» (PID2019-105613GB) y «Politainment en el entorno de la posverdad: Nuevas narrativas, clickbait y gamificación» (CSO2017-84472-R), financiados por el Ministerio de Economía y Competitividad (España).


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