Navegando por Assunto "Sociabilidades digitais"
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Item Acesso aberto (Open Access) Um perfil brasileiro de consumo do jogo League of legends (LOL): skins, publicidade e sociabilidades digitais(Universidade Federal do Pará, 2024-05-25) FERREIRA, Ibnny Afonso Sena; SANTOS, Luíz Cezar Silva dos; http://lattes.cnpq.br/2449524316115443In online videogame environments, the purchase of virtual goods, while highlighting new forms of consumption, reproduces the search for status, prestige and social differentiation between individuals/players. The present work carries out a study on the phenomenon of skin consumption in the games League of Legends and League of Legends: Wild Rift, seeking to understand how the dynamics of digital sociability between players are influenced by the consumption of these virtual goods. To achieve the proposed objectives, a bibliographical research was carried out on the topics in question and quantitative data was collected from an online survey form with Brazilian players from all over the country to identify the main motivations that leads them to acquire virtual goods of this type and how the consumption of skins is used as a mediating agent of the sociability established between the subjects in these two games from the north-american company Riot Games. After analyzing the data found, a possible profile of consumers of the League of Legends game in Brazil was obtained and it was verified: the main motivations for purchasing skins on LOL; the most popular themes among players, including those linked to Latin America and Amazon; and how the consumption and use of skins adds layers to the game experience and in digital sociability between players in the League of Legends environment.