Far beyond the pixels: consumption and material culture experiences in League of Legends

Detalhes bibliográficos
Autor(a) principal: Macedo, Tarcízio
Data de Publicação: 2017
Outros Autores: Vieira, Manuela do Corral
Tipo de documento: Artigo
Idioma: por
eng
Título da fonte: Comunicação, Mídia e Consumo (Online)
Texto Completo: https://revistacmc.espm.br/revistacmc/article/view/1386
Resumo: This 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.
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spelling Far beyond the pixels: consumption and material culture experiences in League of LegendsMuito além dos pixels: experiências de consumo e cultura material em League of LegendsDigital gamesConsumptionMaterial cultureVirtual goodsCommunicationJogos digitaisConsumoCultura materialBens virtuaisComunicaçãoThis 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.Este artigo procura discutir as práticas de consumo no jogo digital League of Legends (LoL) a partir de um olhar baseado nos estudos do campo da comunicação e da cultura material. O objetivo é compreender a relação entre objetos e jogadores-sujeitos-consumidores. Para tanto, procuramos analisar a trajetória social e cultural dessas mercadorias nas experiências simbólicas em LoL. Nessa perspectiva, e fazendo uso de método etnográfico, são apresentados relatos e observações do consumo de objetos em LoL por jogadores das cidades de Belém (PA), Diadema (SP) e Osasco (SP). Os resultados apontam para a existência de uma complexa teia de significados interconectados responsáveis por (de)codificar os objetos e transformar aglomerados de pixels em experiências de comunicação, consumo e cultura material.Escola Superior de Propaganda e Marketing2017-12-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionpesquisa empírica de campo; etnografiaapplication/pdfapplication/pdfhttps://revistacmc.espm.br/revistacmc/article/view/138610.18568/cmc.v14i41.1386Comunicação Mídia e Consumo; Vol. 14 No. 41 (2017): SETEMBRO/DEZEMBRO; 146-170Comunicação Mídia e Consumo; Vol. 14 Núm. 41 (2017): SETEMBRO/DEZEMBRO; 146-170Comunicação Mídia e Consumo; v. 14 n. 41 (2017): SETEMBRO/DEZEMBRO; 146-1701983-7070reponame:Comunicação, Mídia e Consumo (Online)instname:Escola Superior de Propaganda e Marketing (ESPM)instacron:ESPMporenghttps://revistacmc.espm.br/revistacmc/article/view/1386/pdfhttps://revistacmc.espm.br/revistacmc/article/view/1386/pdf_1Copyright (c) 2017 Comunicação Mídia e Consumoinfo:eu-repo/semantics/openAccessMacedo, TarcízioVieira, Manuela do Corral2018-04-19T18:56:41Zoai:ojs.revistacmc.espm.br:article/1386Revistahttps://revistacmc.espm.br/revistacmc/oaiPRIhttp://revistacmc.espm.br/index.php/revistacmc/oaithoff@espm.br||revistacmc@espm.br1983-70701806-4981opendoar:2018-04-19T18:56:41Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM)false
dc.title.none.fl_str_mv Far beyond the pixels: consumption and material culture experiences in League of Legends
Muito além dos pixels: experiências de consumo e cultura material em League of Legends
title Far beyond the pixels: consumption and material culture experiences in League of Legends
spellingShingle Far beyond the pixels: consumption and material culture experiences in League of Legends
Macedo, Tarcízio
Digital games
Consumption
Material culture
Virtual goods
Communication
Jogos digitais
Consumo
Cultura material
Bens virtuais
Comunicação
title_short Far beyond the pixels: consumption and material culture experiences in League of Legends
title_full Far beyond the pixels: consumption and material culture experiences in League of Legends
title_fullStr Far beyond the pixels: consumption and material culture experiences in League of Legends
title_full_unstemmed Far beyond the pixels: consumption and material culture experiences in League of Legends
title_sort Far beyond the pixels: consumption and material culture experiences in League of Legends
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 Digital games
Consumption
Material culture
Virtual goods
Communication
Jogos digitais
Consumo
Cultura material
Bens virtuais
Comunicação
topic Digital games
Consumption
Material culture
Virtual goods
Communication
Jogos digitais
Consumo
Cultura material
Bens virtuais
Comunicação
description This 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.
publishDate 2017
dc.date.none.fl_str_mv 2017-12-15
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
pesquisa empírica de campo; etnografia
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://revistacmc.espm.br/revistacmc/article/view/1386
10.18568/cmc.v14i41.1386
url https://revistacmc.espm.br/revistacmc/article/view/1386
identifier_str_mv 10.18568/cmc.v14i41.1386
dc.language.iso.fl_str_mv por
eng
language por
eng
dc.relation.none.fl_str_mv https://revistacmc.espm.br/revistacmc/article/view/1386/pdf
https://revistacmc.espm.br/revistacmc/article/view/1386/pdf_1
dc.rights.driver.fl_str_mv Copyright (c) 2017 Comunicação Mídia e Consumo
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2017 Comunicação Mídia e Consumo
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Escola Superior de Propaganda e Marketing
publisher.none.fl_str_mv Escola Superior de Propaganda e Marketing
dc.source.none.fl_str_mv Comunicação Mídia e Consumo; Vol. 14 No. 41 (2017): SETEMBRO/DEZEMBRO; 146-170
Comunicação Mídia e Consumo; Vol. 14 Núm. 41 (2017): SETEMBRO/DEZEMBRO; 146-170
Comunicação Mídia e Consumo; v. 14 n. 41 (2017): SETEMBRO/DEZEMBRO; 146-170
1983-7070
reponame:Comunicação, Mídia e Consumo (Online)
instname:Escola Superior de Propaganda e Marketing (ESPM)
instacron:ESPM
instname_str Escola Superior de Propaganda e Marketing (ESPM)
instacron_str ESPM
institution ESPM
reponame_str Comunicação, Mídia e Consumo (Online)
collection Comunicação, Mídia e Consumo (Online)
repository.name.fl_str_mv Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM)
repository.mail.fl_str_mv thoff@espm.br||revistacmc@espm.br
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