Dynamics of virtual goods consumption: practices and values in the League of Legends universe
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Data de Publicação: | 2018 |
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Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | E-Compós |
Texto Completo: | https://www.e-compos.org.br/e-compos/article/view/1397 |
Resumo: | This article seeks to understand the consumption of virtual goods in the everyday practices of players of the online game League of Legends (LoL) to reflect on the particular social constitution of consumers of this online game. The theoretical-analytical framework starts from the orientation of the anthropological approach to consumption. As an empirical clipping, the discussion will be evidenced through a research with ethnographic premises with a group of LoL consumers from the cities of Belém (PA), Diadema (SP) and Osasco (SP). The reflections indicate that the main motivations for the consumption of these commodities in League are based on the essential acting of the symbolic values to the detriment of the values of use and exchange. |
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Dynamics of virtual goods consumption: practices and values in the League of Legends universeDinámicas de consumo de bienes virtuales: prácticas y valores en el universo de League of LegendsDinâmicas de consumo de bens virtuais: práticas e valores no universo de League of LegendsConsumo. Bens virtuais. Jogo digital.This article seeks to understand the consumption of virtual goods in the everyday practices of players of the online game League of Legends (LoL) to reflect on the particular social constitution of consumers of this online game. The theoretical-analytical framework starts from the orientation of the anthropological approach to consumption. As an empirical clipping, the discussion will be evidenced through a research with ethnographic premises with a group of LoL consumers from the cities of Belém (PA), Diadema (SP) and Osasco (SP). The reflections indicate that the main motivations for the consumption of these commodities in League are based on the essential acting of the symbolic values to the detriment of the values of use and exchange.Este artículo busca comprender el consumo de bienes virtuales en las prácticas cotidianas de jugadores del juego on-line League of Legends (LoL) para reflexionar sobre la propia constitución social de los consumidores de este juego on-line. El marco teórico-analítico parte de la orientación del enfoque antropológico del consumo. Como recorte empírico, la discusión será evidenciada por medio de una investigación con premisas etnográficas con un grupo de consumidores de LoL de las ciudades de Belém (PA), Diadema (SP) y Osasco (SP). Las reflexiones indican que las motivaciones principales para el consumo de estas mercancías en League se basan en la actuación esencial de los valores simbólicos en detrimento de los valores de uso y de cambio.Este artigo busca compreender o consumo de bens virtuais nas práticas cotidianas de jogadores do jogo on-line League of Legends (LoL) para refletir sobre a própria constituição social dos consumidores deste jogo on-line. O objeto de estudo centrou-se nas skins disponíveis em LoL, as quais foram especificamente observadas nas relações estabelecidas com os jogadores e suas motivações de aquisição e interpretação destes bens no ambiente do jogo. O arcabouço teórico-analítico parte da orientação da abordagem antropológica do consumo. Como recorte empírico, a discussão será evidenciada por meio de uma pesquisa com premissas etnográficas com um grupo de consumidores de LoL das cidades de Belém (PA), Diadema (SP) e Osasco (SP). As reflexões indicam que as motivações principais para o consumo dessas mercadorias em League são baseadas na atuação essencial dos valores simbólicos em detrimento dos valores de uso e de troca.ABEC2018-04-26info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfimage/jpegimage/jpegimage/jpegimage/jpegimage/jpegimage/jpegimage/jpeghttps://www.e-compos.org.br/e-compos/article/view/139710.30962/ec.1397E-Compós; Vol. 21 No. 1 (2018)E-Compós; Vol. 21 Núm. 1 (2018)E-Compós; v. 21 n. 1 (2018)1808-2599reponame:E-Compósinstname:Associação Nacional dos Programas de Pós-Graduação em Comunicaçãoinstacron:ANPPCporhttps://www.e-compos.org.br/e-compos/article/view/1397/1017https://www.e-compos.org.br/e-compos/article/view/1397/1733https://www.e-compos.org.br/e-compos/article/view/1397/1735https://www.e-compos.org.br/e-compos/article/view/1397/1821https://www.e-compos.org.br/e-compos/article/view/1397/1823https://www.e-compos.org.br/e-compos/article/view/1397/1825https://www.e-compos.org.br/e-compos/article/view/1397/1827https://www.e-compos.org.br/e-compos/article/view/1397/1829Copyright (c) 2018 E-Compósinfo:eu-repo/semantics/openAccessMacedo, TarcízioVieira, Manuela do Corral2023-11-06T15:11:56Zoai:ojs.www.e-compos.org.br:article/1397Revistahttps://www.e-compos.org.br/e-compos/PUBhttps://www.e-compos.org.br/e-compos/oairevistaecompos@gmail.com1808-25991808-2599opendoar:2023-11-06T15:11:56E-Compós - Associação Nacional dos Programas de Pós-Graduação em Comunicaçãofalse |
dc.title.none.fl_str_mv |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe Dinámicas de consumo de bienes virtuales: prácticas y valores en el universo de League of Legends Dinâmicas de consumo de bens virtuais: práticas e valores no universo de League of Legends |
title |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe |
spellingShingle |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe Macedo, Tarcízio Consumo. Bens virtuais. Jogo digital. |
title_short |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe |
title_full |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe |
title_fullStr |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe |
title_full_unstemmed |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe |
title_sort |
Dynamics of virtual goods consumption: practices and values in the League of Legends universe |
author |
Macedo, Tarcízio |
author_facet |
Macedo, Tarcízio Vieira, Manuela do Corral |
author_role |
author |
author2 |
Vieira, Manuela do Corral |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Macedo, Tarcízio Vieira, Manuela do Corral |
dc.subject.por.fl_str_mv |
Consumo. Bens virtuais. Jogo digital. |
topic |
Consumo. Bens virtuais. Jogo digital. |
description |
This article seeks to understand the consumption of virtual goods in the everyday practices of players of the online game League of Legends (LoL) to reflect on the particular social constitution of consumers of this online game. The theoretical-analytical framework starts from the orientation of the anthropological approach to consumption. As an empirical clipping, the discussion will be evidenced through a research with ethnographic premises with a group of LoL consumers from the cities of Belém (PA), Diadema (SP) and Osasco (SP). The reflections indicate that the main motivations for the consumption of these commodities in League are based on the essential acting of the symbolic values to the detriment of the values of use and exchange. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-04-26 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://www.e-compos.org.br/e-compos/article/view/1397 10.30962/ec.1397 |
url |
https://www.e-compos.org.br/e-compos/article/view/1397 |
identifier_str_mv |
10.30962/ec.1397 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://www.e-compos.org.br/e-compos/article/view/1397/1017 https://www.e-compos.org.br/e-compos/article/view/1397/1733 https://www.e-compos.org.br/e-compos/article/view/1397/1735 https://www.e-compos.org.br/e-compos/article/view/1397/1821 https://www.e-compos.org.br/e-compos/article/view/1397/1823 https://www.e-compos.org.br/e-compos/article/view/1397/1825 https://www.e-compos.org.br/e-compos/article/view/1397/1827 https://www.e-compos.org.br/e-compos/article/view/1397/1829 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 E-Compós info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 E-Compós |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf image/jpeg image/jpeg image/jpeg image/jpeg image/jpeg image/jpeg image/jpeg |
dc.publisher.none.fl_str_mv |
ABEC |
publisher.none.fl_str_mv |
ABEC |
dc.source.none.fl_str_mv |
E-Compós; Vol. 21 No. 1 (2018) E-Compós; Vol. 21 Núm. 1 (2018) E-Compós; v. 21 n. 1 (2018) 1808-2599 reponame:E-Compós instname:Associação Nacional dos Programas de Pós-Graduação em Comunicação instacron:ANPPC |
instname_str |
Associação Nacional dos Programas de Pós-Graduação em Comunicação |
instacron_str |
ANPPC |
institution |
ANPPC |
reponame_str |
E-Compós |
collection |
E-Compós |
repository.name.fl_str_mv |
E-Compós - Associação Nacional dos Programas de Pós-Graduação em Comunicação |
repository.mail.fl_str_mv |
revistaecompos@gmail.com |
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