Dr Jose Blazquez
- 01202 965710
- jblazquez at bournemouth dot ac dot uk
- http://orcid.org/0000-0002-1322-7584
- Senior Lecturer in Media Production
- Weymouth House W206, Talbot Campus, Fern Barrow, Poole, BH12 5BB
Biography
José M. Blázquez is a practitioner and lecturer in media production. Previously, he held two postdoctoral research positions at the Faculty of Media and Communications at Bournemouth University. His work has been published in academic journals, newspapers and other publishing venues as well as screened and exhibited internationally. His second monograph, ‘Participatory Worlds: The Limits of Audience Participation’, will be published by Routledge in October 2023.
Additionally, José has been teaching and supervising students at Bournemouth University (2019- ), University of Nottingham (2016-2019) and the University of Valladolid (2010-2011) and held research-oriented roles at the University of Granada (2010-2012) and the University of Nottingham (2014-2019).
Research
José’s main research interests revolve around the study of audience/citizens participation and the intersection with new technologies and digital media, covering topics such as creative industries and practices (publishing, film, comic, videogame and photography), transmedia and interactive storytelling, game studies and immersive media. He has also been involved in research projects examining the representation of immigration in news, film and literature and the impact of transmedia narratives in creative industries. José worked with Professor Anna Feigenbaum and other colleagues in the AHRC-funded project ‘Comics in the time of COVID-19: How public health messages are communicated through web-based Comics’. He also led the ACE-funded project 'Press Start', in which he examined three transformative gaming practices (machinima, in-game photography and gamics) and the possibilities they offer to learn digital literacy skills. Additionally, José is working on the project 'Digital Narratives of the Amazon' with other BU and international colleagues of the University of Las Americas in Quito, Ecuador. Though this project, which also involves a Summer School, we are producing multiple media outputs alongside students that help native communities in the Amazon to preserve and share their culture, language, folklore and history.
Journal Articles
- Blazquez, J., 2018. Defining Participatory Worlds: Canonical Expansion of Fictional Worlds through Audience Participation. Facta Ficta. Journal of Theory, Narrative & Media, 2 (2), 13-33.
- Blazquez, J., 2016. Participatory worlds: models of collaborative textual production beyond the entertainment industry. Antae, 3 (3), 310-323.
Books
- Blazquez, J., 2023. Participatory Worlds: The limits of audience participation. Routledge.
- Blazquez, J., 2021. Press Start: The use of videogame assets in audience creative practices. Participatory Worlds.
Chapters
- Blazquez, J., 2024. From players to storytellers: Machinima, in-game photography and gamics. In: Sell, M. and Condis, M., eds. Ready Reader One: The stories we tell about, with, and around videogames. LSU Press.
- Blazquez, J., 2023. Machinima Now! Medium, practice and community. In: Bittanti, M. and Fantacci, G., eds. Machinima: The State of the Art. San Francisco: Concrete Press.
Reports
- Feigenbaum, A., Blazquez, J., Byrne, C., Demirkol Tonnesen, Ö., McDavitt, S., McDougall, J., Okon, K. and Sexton, J., 2021. Comics in the time of COVID-19: Tracking data on web-based comics and evaluating their potential for communicating public health messages. Bournemouth: Covid Comics. Available from: https://www.covidcomics.org/ahrc-project/ahrc-project-report/.
Internet Publications
- Blazquez, J., 2021. Transformative gaming practices: what can we learn from them?. Participatory Worlds. Available from: https://participatoryworlds.org/research/press_start/what-can-we-learn-from-transformative-gaming-practices/.
Grants
- Comics in the time of COVID-19: Tracking data on web-based comics and evaluating their potential for communicating public health messages (Arts and Humanities Research Council, 01 Feb 2021). Completed
- "Press start": The use of videogame assets in audience creative practices' (Arts Council England, 15 Oct 2020). Completed
Memberships
- MeCCSA, Member (2019-),
- Common Ground, Member (2017-), https://oncommunicationmedia.com/
- Higher Education Academy, Associate Fellow, https://www.advance-he.ac.uk/
- NAHEMI: National Association for Higher Education in the Moving Image, Member, http://nahemi.org/
Networks
- British Academy ERC Network
Social Media Links
- Twitter, @_gattopardo_
Website Links
- Research and Creative Site, https://www.participatoryworlds.org/
- 'Press Start' Research Project, https://participatoryworlds.org/research/press_start/
- AHRC-funded project, https://www.covidcomics.org/