Simone Mulargia
Sapienza University of Rome
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Publication
Featured researches published by Simone Mulargia.
Media, Culture & Society | 2017
Francesca Comunello; Mireia Fernández Ardèvol; Simone Mulargia; Francesca Belotti
In the context of an international research project on older people’s relations with and through mobile telephony, Italian participants spontaneously provided narrations on mobile phones that appeared to be structured around strong stereotypes. Respondents show a twofold representation of mobile phones either as a simple communication tool or as a ‘hi-tech’ device, which generates multifaceted stereotypes. More specifically, when the mobile phone is considered as a simple communication tool, age-based stereotypes address younger people’s bad manners, while gendered stereotypes depict women as ‘chatterboxes’ or ‘social groomers’. On the other hand, when the mobile phone is considered a ‘hi-tech’ device, age-based stereotypes underline younger people’s advanced user skills, while gendered stereotypes focus on women’s lack of competencies. Based on that, we provide a conceptual framework for analysing such stereotyped – and apparently conflicting – representations. Interestingly, while some issues also emerged in other countries, the masculine assumption that women are less-skilled mobile phone users appears as a peculiarity of Italian respondents.
international conference on human aspects of it for aged population | 2017
Francesca Comunello; Simone Mulargia
Intergenerational gaming is gaining growing scholarly attention, as it can be considered a means of fostering relationships between younger and older players, a way of overcoming real or perceived differences between generations, a chance to (re)negotiate norms and roles, and a way to question age-related stereotypes. In this paper, we conduct a literature review on intergenerational gaming and pervasive gaming and present a research design to conduct an intergenerational gaming study focusing on Pokemon Go. We aim at exploring gaming practices, role negotiations, and the presence/absence of age-related stereotypes. To reach our goals, we elaborate and evaluate different research methods and tools, discussing their strengths and weaknesses and designing further research steps.
Games and Culture | 2015
Francesca Comunello; Simone Mulargia
Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focuses on the cultural and social dimensions that are to be found in gaming and modding practices. A total of 8,829 Italian PlayStation Network (PSN) users were surveyed regarding their gaming practices, their attitude toward digital technology, and their LBP usage experiences. The results show that familiarity with digital technology and a socially oriented attitude to digital technology are clearly related to “active LBP engagement.” Moreover, PSN users are more likely than other digital platforms users to create their own content.
The Sociological Review | 2016
Francesca Comunello; Simone Mulargia; Lorenza Parisi
Profesional De La Informacion | 2017
Andrea Rosales; Mireia Fernández-Ardèvol; Francesca Comunello; Simone Mulargia; Núria Ferran-Ferrer
international conference on information systems | 2015
Francesca Comunello; Simone Mulargia; Piero Polidoro; Emanuele Casarotti; Valentino Lauciani
Archive | 2018
Francesca Comunello; Simone Mulargia
Archive | 2018
Francesca Comunello; Simone Mulargia
Archive | 2018
Francesca Comunello; Simone Mulargia
Archive | 2018
Francesca Comunello; Simone Mulargia