Dynamics of virtual goods consumption: practices and values in the League of Legends universe

Detalhes bibliográficos
Autor(a) principal: Macedo, Tarcízio
Data de Publicação: 2018
Outros Autores: Vieira, Manuela do Corral
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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spelling 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
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dc.rights.driver.fl_str_mv Copyright (c) 2018 E-Compós
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dc.publisher.none.fl_str_mv ABEC
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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
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