VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual
https://journals.eagora.org/revVISUAL
<p><em>VISUAL REVIEW</em> is a scientific journal that publishes original works of visual culture, analyzing how culture is manifested and interpreted through visual artifacts or products: paintings, printed works, photographies, films, television, videos, advertisements, cyberspace, scientific images, and news. The journal welcomes research articles, critical reflection articles, systematic review articles, book reviews, and proposals for the publication of Special Issues. The journal is peer-reviewed (double-blind) and publishes papers written in Spanish and English.</p>Eagora Scienceen-USVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual2695-9631<p>Those authors who publish in this journal accept the following terms:</p> <ol> <li class="show">Authors will keep the moral right of the work and they will transfer the commercial rights.</li> <li class="show">After <strong>1 year</strong> from publication, the work shall thereafter <strong>be</strong><strong> open access </strong>online on our website, but will retain copyright.</li> <li class="show">In the event that the authors wish to assign an <a href="https://creativecommons.org/about/cclicenses/">Creative Commons</a> (CC) license, they may request it by writing to <a href="mailto:publishing@eagora.org">publishing@eagora.org</a></li> </ol>University students, Gender Violence, the Digital Divide and Video Games
https://journals.eagora.org/revVISUAL/article/view/4637
<p>Since the 1960s, when numerous analyses of the culture of contemporary society, in which video games are integrated, have been carried out, they have been increasingly conceived as a cultural product, in contrast to those approaches that have tended to highlight the video game as a technological element.<br>From the perspective of the Frankfurt School,which coined and developed the concept of cultural industry, video games produce and reproduce certain values and ideas of modern society and are immersed in the so-called phenomenon of gamification.</p>Remedios Martínez Verdú
Copyright (c) 2023 VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual
2023-02-022023-02-0215411310.37467/revvisual.v10.4637Entrepreneur women and informal commerce activities in virtual organizations
https://journals.eagora.org/revVISUAL/article/view/4635
<p>The change of organizational models leads to new structures using technology and social networks. There are women who start informal businesses in Facebook groups with smart mobile devices, "Nenis". This phenomenon manifests three variables: organizational, communicative, and commercial.<br />What organizational, communicative, and commercial peculiarities do "Nenis" FaceBook groups have?<br />Theoretical and methodological proposals for the design of a mixed study with qualitative predominance are presented. Techniques: discourse analysis, content analysis and interview. Objective: to understand the informal commerce carried out by Mexican women entrepreneurs through Facebook groups and smart mobile devices.</p>Alfredo Barrales MartínezPaola Isabel Rodríguez Gutiérrez
Copyright (c) 2023 VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual
2023-02-022023-02-0215411610.37467/revvisual.v10.4635Female Leadership Portraits in Commercial Movies: Gender Social Representations from the STEAM Sector
https://journals.eagora.org/revVISUAL/article/view/4960
<p>To encourage girls and women to pursue STEAM careers, it is crucial to increase the positive representation of female role models in science. The study uses the Bechdel test and an adapted Greimas Actantial Method to analyse mainstream films. Results show that female characters are often attractive, Caucasian scientists, not mothers, and play secondary roles above all. The most represented careers were in Biology, Astronomy, and Social or Human Behavioural Sciences. Representation of women in leadership positions in the STEAM sector in commercial movies is clearly deficient.</p>Tatiana Buelvas-BaldirisRainer Rubira-García
Copyright (c) 2023 VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual
2023-03-152023-03-1515411510.37467/revvisual.v15.4960Sound documentary, the alternative to tell the reality from a gender perspective
https://journals.eagora.org/revVISUAL/article/view/4636
<p>The objective of this article is to carry out a case study of 10 documentaries from Spain and Latin America to show how the reality of women is represented. The methodology of content analysis is used through formal, content and aesthetic variables. These are personal stories of women from low social class, middle age, in rural areas, who denounce injustices related to mistreatment, exploitation or abortion, compared to historical documentaries starring women from high social class who are pioneers in their field. It is concluded that the role of the narrator influences the story, with differences in the production between Spanish and Latin American documentaries.</p>Paloma López Villafranca
Copyright (c) 2023 VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual
2023-02-022023-02-0215411210.37467/revvisual.v10.4636