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      La reinvención del videojuego y nuevas formas de consumo en tiempos de confinamiento. Caso Fortnite Translated title: The reinvention of video games and new forms of consumption in times of lockdown. The case of Fortnite Translated title: A reinvenção do videogame e novas formas de consumo em tempos de confinamento. Caso Fortnite

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          Abstract

          Resumen El propósito de este artículo es analizar cómo la industria del videojuego ha reinventado la manera de consumir contenido de entretenimiento en tiempos de confinamiento; en concreto, estudiamos el caso de Fortnite. El enfoque metodológico es de tipo cualitativo, apoyado en el análisis de contenido y el análisis del discurso de artículos y noticias procedentes de medios digitales españoles. Los resultados revelan tres factores que han propiciado la innovación en la industria: desarrollo de contenido novedoso, celebración de eventos in-game y valor agregado en la experiencia de los jugadores.

          Translated abstract

          Abstract The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of new content, in-game events, and added value in the players’ experience.

          Translated abstract

          Resumo O objetivo deste artigo é analisar como a indústria de videogames reinventou a forma de consumir conteúdo de entretenimento em tempos de confinamento; Especificamente, estudamos o caso do Fortnite. A abordagem metodológica é qualitativa, apoiada pela análise de conteúdo e análise do discurso de artigos e notícias da mídia digital espanhola. Os resultados revelam três fatores que têm fomentado a inovação na indústria: desenvolvimento de novos conteúdos, realização de eventos in-game e valor agregado na experiência do jogador.

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          Most cited references59

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          Content Analysis : An Introduction to Its Methodology

          Since the publication of the first edition of Content Analysis: An Introduction to Its Methodology, the textual fabric in which contemporary society functions has undergone a radical transformation -- namely, the ongoing information revolution. Two decades ago, content analysis was largely known in journalism and communication research, and, to a lesser extent, in the social and psychological sciences. Today, content analysis has become an efficient alternative to public opinion research -- a method of tracking markets, political leanings, and emerging ideas, a way to settle legal disputes, and an approach to explore individual human minds. The Second Edition of Content Analysis is a definitive sourcebook of the history and core principles of content analysis as well as an essential resource for present and future studies. The book introduces readers to ways of analyzing meaningful matter such as texts, images, voices -- that is, data whose physical manifestations are secondary to the meanings that a particular population of people brings to them.Organized into three parts, the book examines the conceptual and methodological aspects of content analysis and also traces several paths through content analysis protocols.The author has completely revised and updated the Second Edition, integrating new information on computer-aided text analysis. The book also includes a practical guide that incorporates experiences in teaching and how to advise academic and commercial researchers. In addition, Krippendorff clarifies the epistemology and logic of content analysis as well as the methods for achieving its aims. Author Klaus Krippendorff discusses three distinguishing characteristics of contemporary content analysis: that it is fundamentally empirically grounded, exploratory in process, and predictive or inferential in intent; that it transcends traditional notions of symbols, contents, and intents; and that it has been forced to develop a methodology of its own, one that enables researchers to plan, execute, communicate, reproduce, and critically evaluate an analysis independent of the desirability of its results.Intended as a textbook for advanced undergraduate and graduate students across the social sciences, Content Analysis, Second Edition will also be a valuable resource for practitioners in a variety of disciplines.
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            Persuasive Games: The Expressive Power of Videogames

            Ian Bogost (2007)
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              Video Game Addiction: Past, Present and Future

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                Author and article information

                Journal
                comso
                Comunicación y sociedad
                Comun. soc
                Universidad de Guadalajara, Departamento de Estudios de la Comunicación Social (Guadalajara, Jalisco, Mexico )
                0188-252X
                2023
                : 20
                : e8455
                Affiliations
                [1] Madrid orgnameUniversidad de Alcalá de Henares Spain jenniffer.soto@ 123456edu.uah.es
                [2] Madrid orgnameUniversidad de Alcalá de Henares Spain sara.cortesg@ 123456uah.es
                [3] Madrid orgnameUniversidad de Alcalá de Henares Spain p.lacasa@ 123456uah.es
                Article
                S0188-252X2023000100417 S0188-252X(23)02000000417
                10.32870/cys.v2023.8455
                34cf6e30-6939-4d19-8831-42166bbf2e70

                This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

                History
                : 21 May 2022
                : 15 November 2022
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 59, Pages: 0
                Product

                SciELO Mexico

                Categories
                Artículos

                consumption,Covid-19,consumo,entretenimiento,medios digitales,Video games,entertainment,digital media,Videogames,covid-19,mídia digital,Videojuegos

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