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In: Cursos, congresos e simposios
In: Monografías da USC 218
In: Biblioteca A nossa terra
In: Nos os Galegos
In: Documentos 206
Esta mostra está dedicada á figura da precursora do feminismo María Vinyals y Ferrés (1875-ca. 1940), sobriña política do marqués de la Vega de Armijo, propietario do castelo de Soutomaior, onde ela naceu. A excelente educación que recibiu fíxoa coñecedora de varios idiomas. Escritora vocacional desde moi nova é autora de El castillo del Marqués de Mos en Sotomayor. Apuntes históricos, a máis completa monografía ata agora dedicada ao castelo, que saíu do prelo en 1904. Casou en primeiras nupcias con Juan Nepomuceno Jordán de Urríes, marqués de Ayerbe, do que recibiu o título co que foi coñecida na sociedade da época. Tras enviuvar casa de novo co médico de orixe cubana Enrique Lluria Despau, con quen funda un sanatorio en Soutomaior que acabou fracasando polo boicot da sociedade pontevedresa a causa da militancia socialista do matrimonio, que abandona as súas posesións galegas para viaxar a Cuba en busca de novas oportunidades. Son moi numerosas as achegas que a través da prensa fai na defensa dos dereitos da muller. Tamén foi unha prolífica conferenciante sobre o tema. Da súa vida e obra darase conta nesta exposición que estará formada fundamentalmente por documentación persoal (custodiada no propio Museo de Pontevedra na súa maior parte), bibliografía, imaxes gráficas e outros testemuños que axudarán a facer un percorrido pola súa biografía, froito do traballo de investigación das comisarias da exposición.
In: Documentos pra a historia contemporanea de Galiza 146
In: Monografías da Universidade de Vigo
In: Serie Humanidades e ciencias xurídico-sociais n. 23
The aim of this study was to reveal if there is literature about who's still playing Pokémon Go two years after game launch, and whether players report the AR-aspect as part of the reason they're still engaging in the game. Investigating the phenomenon covered widely by news and social media from this angle could be of interest of public health workers with the ambition to replicate the success. We ran a systematic search resulting in 22 articles included, published between 2016-2018. The results revealed that the main part of the included studies were conducted just around game launch (July 2016) and within the first six months Pokémon Go was out "in the wild". AR was in general not questioned about, and there exists different and vague understandings of what augmented reality actually is. We were not able to identify the typical long-term player engaging with the game, and to what extent AR was a part of the prolonged success. The search also revealed a lack of longitudinal studies (with larger, more representative participant groups) about general social and mental health implications of playing the game. The studies imply a successful combination of several game aspects - whether playing for the adventure and discovering new places, family bonding, general game flexibility, "to pass time", a bit of nostalgia – or just for fun. Further studies are needed to understand of which importance it is to implement an AR- or location-based-feature, the importance of branding, what app/game mechanics appeal to the general and how deeply immersive experiences through a mobile screen are able to affect us, dragging us into an augmented world – and keeping us there. ; M-FOL
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