The concept of algorithmic political communication has arisen through the joint development of propaganda and communication theories, as well as the findings of computer science. This is a field that generates results that amplify and extend to political communication, such as microsegmentation or automated diffusion of content; likewise, it produces some adverse effects that hinder citizen participation in the cybersphere. This paper presents a review of works published in three Latin American countries (Colombia, Ecuador, and Mexico) with artificial intelligence, communication, and democracy as their constituent elements. The data come from a total of 206 documents, including reports from supranational organisms and associations, and publications in scientific journals indexed in databases such as Google Scholar and Scopus between 2011 and 2021. The selection criterion is based on the total or partial appearance of certain keywords, plus filters by relevance and impact factors. This systematic review is structured based along four axes that explain democracy according to Landman et al. (2009): electoral participation, participation of civil society, media integrity, and impartial administration. The main conclusions indicate that many of the practices in the studied countries are still at an incipient or experimental stage, with algorithmic political communication being used especially during electoral campaigns. Similarly, an increasing resistance from civil society to the influence of social networks is starting to be detected.
3 July 2023 in Uru: Revista de Comunicación y Cultura
Desde el año 2016, las investigaciones sobre la desinformación y sus efectos han sido muy numerosas. Las temáticas son repetitivas, pero los estudios más relevantes son los que explican su patrón de propagación. El presente trabajo realiza una revisión sistematizada de la literatura en lengua española sobre campañas electorales, desinformación, inteligencia artificial y automatización en Iberoamérica. El objetivo es identificar tendencias de investigación, así como oportunidades en su estudio. El artículo tiene un carácter no experimental y descriptivo, con un enfoque de revisión crítica. Las preguntas de investigación planteadas son las siguientes: ¿qué ejes temáticos orientan la investigación sobre desinformación en la literatura académica iberoamericana?, ¿son las variables políticas las que ordenan dicha investigación?, ¿en qué medida la inteligencia artificial se introduce transversalmente en los ejes? Como resultados, se establecen cinco grandes ejes temáticos en las investigaciones sobre desinformación en el marco iberoamericano en lengua española: en primer lugar, una sobreabundancia de estudios sobre redes sociales y noticias falsas; en segundo lugar, la gran respuesta a la desinformación es la verificación de hechos, sin gran refinamiento metodológico; luego están aquellos trabajos que pretenden llenar un hueco del conocimiento pero con gran déficit teórico; en cuarto lugar, las investigaciones centradas en partidos políticos y líderes de extrema derecha; y, finalmente, los que analizan la desinformación ligada a la automatización o a la inteligencia artificial.
Mobile applications viewed as digital social change tools are focused on sustainable development, particularly in topics that address ecology and the environment. In this research, the aim is to systematize a review of the 10 most downloaded mobile applications in this context, but deepening on those that use game elements in their interface, organizing them according to components, mechanics and playful dynamics. Findings demonstrate the role of levels and achievements as more repeated dynamics, and challenges and feedback as more relevant elements in gameplay, and finally, emotions and narratives as components of the gamified experience. The incorporation of these elements in mobile games shows that digital gamification in the environmental context is organized from an alternative perspective, where argumentation, the succession of events, the progressive incorporation of difficulty and the interaction with the computerized system modify the traditional view that sees gamification as a superficial system of points.