ABSTRACT VIEW
SERIOUS GAMES IN MEDIA LITERACY: A TOOL FOR TRAINING IN COMMUNICATION AND SOCIAL RESPONSIBILITY
S. Álvarez-García1, S. Gómez García1, A. Castellet-Homet1, S. Mena-Muñoz1, M. Gálvez-de-la-Cuesta2
1 Universidad Complutense de Madrid (SPAIN)
2 Universidad Rey Juan Carlos (SPAIN)
The growing challenge of misinformation in digital environments, together with the consolidation of the global concern for sustainability in the activity that takes place in our society, have highlighted the need to train future communicators in critical media literacy competencies and skills, specifically in what has to do with the issues that mark the Sustainable Development Goals (SDGs) of the UN Agenda 2030. In this context, serious games have emerged as an innovative pedagogical tool that not only captures students' attention, but also facilitates the acquisition of key competencies for source and content verification and critical analysis of complex processes and outcomes in today's information ecosystem.

This paper poses a fundamental research question: to what extent can the use of digital games in the classroom improve the knowledge of complex processes, verification competencies and skills, and the critical attitude of communication students in relation to the information and disinformation that coexist in our societies?

To answer this question, we have analyzed the educational potential of games designed to simulate complex situations related to SDGs, such as the fight against disinformation for the strengthening of institutions; the reduction of inequalities; the sustained and inclusive economy; or sustainable development based on climate action or responsible consumption. Through these games, students not only learn to identify and verify media content, but also develop the skills and competencies necessary to navigate in a complex and saturated information environment, and communicate taking into account the keys to responsible and sustainable development of the societies in which they work and integrate.

The research is based on the implementation of these games with undergraduate and graduate students of communication, evaluating how they impact on their media and information literacy and understanding of complex phenomena. Aspects such as the critical reception of information, the ability to verify and contrast sources, or the analytical and interpretative capacity of social reality are addressed. Through simulations that reflect real scenarios of information and misinformation, students face ethical and professional dilemmas that prepare them for their future work as communicators.

Keywords: Serious games, News-games, Communication, Media literacy, Sustainable Development Goals.

Event: INTED2025
Track: Digital Transformation of Education
Session: 21st Century Skills
Session type: VIRTUAL