Navegando por Assunto "Bens virtuais"
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Item Acesso aberto (Open Access) Dos rios à tela de cristal líquido: o retorno do mito e a arquitetura da cultura convergente em League of Legends(Universidade do Vale do Rio dos Sinos, 2015-08) MACEDO, Tarcízio Pereira; AMARAL FILHO, OtacílioThis paper seeks to weave an analysis about the online game known as League of Legends, understanding it as a contemporary cultural product and a transmedia world, with the possibility of tracing a path of competitive games, often taken with a predominance of competition (agôn), as vectors of a meaningful narrative. In this sense, we try to identify some phenomena of the so-called convergent architecture culture in the game from the creation of a skin based on Amazon Iara. Thus, we present the history, the functioning and the relationships that the game and its transmidiatic products have with the global consumer culture, as well as their strategies in order to attract consumers to a virtual environment, promoting participatory culture, the reframing and the return of the myth in contemporary societies.Item Acesso aberto (Open Access) Muito além dos pixels: experiências de consumo e cultura material em League of Legends(Escola Superior de Propaganda e Marketing, 2017-12) MACEDO, Tarcízio Pereira; VIEIRA, Manuela do CorralThis article seeks to discuss consumer practices in the digital game League of Legends (LoL), from a study based on the field of communication and material culture. The objective is to understand the relationship between objects and players-subjects-consumers. In order to do so, we seek to analyze the social and cultural trajectory of these commodities in the symbolic experiences in LoL. In this perspective, according to the ethnographic method, reports and observations of the consumption of objects in LoL are presented by players from the cities of Belém (PA), Diadema (SP) and Osasco (SP). The results point to the existence of a complex web of interconnected meanings, responsible for (de)codify the objects and transform aggregations of pixels into experiences of communication, consumption and material culture.