Paying to win: culture, agency and virtual goods in video games

Detalhes bibliográficos
Autor(a) principal: Falcão, Thiago
Data de Publicação: 2017
Outros Autores: Marques, Daniel
Tipo de documento: Artigo
Idioma: por
eng
Título da fonte: Contracampo
Texto Completo: https://periodicos.uff.br/contracampo/article/view/17608
Resumo: This article focuses its argument on an understanding of the consumption process in contemporary culture through the notion of pastiche by Fredric Jameson. The aim is to question how the dynamics of industrial production of symbolic goods were responsible for creating products whose purpose do not relate to the idea of presenting an identity, but follows a strategy of creation of replicas of an entire pre-established symbolic context. That said, we sought to discuss how societal networks in the videogame Hearthstone are the result of this necessarily contemporary cultural condition that gives rise to design principles that not only enable in-game action but that ensue complex virtual goods acquisition and trade processes.
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spelling Paying to win: culture, agency and virtual goods in video gamesPagando para vencer: Cultura, Agência e Bens Virtuais em Video GamesGamesConsumoBens VirtuaisHearthstone.This article focuses its argument on an understanding of the consumption process in contemporary culture through the notion of pastiche by Fredric Jameson. The aim is to question how the dynamics of industrial production of symbolic goods were responsible for creating products whose purpose do not relate to the idea of presenting an identity, but follows a strategy of creation of replicas of an entire pre-established symbolic context. That said, we sought to discuss how societal networks in the videogame Hearthstone are the result of this necessarily contemporary cultural condition that gives rise to design principles that not only enable in-game action but that ensue complex virtual goods acquisition and trade processes.Este artigo centra seu argumento em um entendimento do processo de consumo, na cultura contemporânea, através da noção de pastiche de Fredric Jameson. O intuito é discutir de que forma dinâmicas de produção industrial de bens simbólicos foram responsáveis por produtos cujo intuito não jaz necessariamente em uma diferenciação identitária, mas em seguir uma estratégia de criação de réplicas de todo um contexto simbólico pré-estabelecido. A partir daí, buscamos discutir de que forma as redes sociotécnicas no jogo Hearthstone são o resultado desta condição cultural necessariamente contemporânea que enseja princípios de design que não apenas capacitam ações dentro do jogo, mas que agenciam complexos processos de aquisição e comércio de bens virtuais.Programa de Pós-Graduação em Comunicação da Universidade Federal Fluminense2017-08-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionArtigo avaliado pelos Paresapplication/pdfapplication/pdfhttps://periodicos.uff.br/contracampo/article/view/1760810.22409/contracampo.v36i2.1032Contracampo; v. 36 n. 2 (2017): Temáticas Livres2238-25771414-748310.22409/contracampo.v36i2reponame:Contracampoinstname:Universidade Federal Fluminense (UFF)instacron:UFFporenghttps://periodicos.uff.br/contracampo/article/view/17608/Pagando%20Para%20Vencer%3A%20Cultura%2C%20Ag%C3%AAncia%20e%20Bens%20Virtuais%20em%20Video%20Gameshttps://periodicos.uff.br/contracampo/article/view/17608/pdfCopyright (c) 2017 Revista Contracampoinfo:eu-repo/semantics/openAccessFalcão, ThiagoMarques, Daniel2018-11-26T18:21:56Zoai:ojs.pkp.sfu.ca:article/17608Revistahttps://periodicos.uff.br/contracampoPUBhttps://periodicos.uff.br/contracampo/oai||contracampo.uff@gmail.com2238-25771414-7483opendoar:2018-11-26T18:21:56Contracampo - Universidade Federal Fluminense (UFF)false
dc.title.none.fl_str_mv Paying to win: culture, agency and virtual goods in video games
Pagando para vencer: Cultura, Agência e Bens Virtuais em Video Games
title Paying to win: culture, agency and virtual goods in video games
spellingShingle Paying to win: culture, agency and virtual goods in video games
Falcão, Thiago
Games
Consumo
Bens Virtuais
Hearthstone.
title_short Paying to win: culture, agency and virtual goods in video games
title_full Paying to win: culture, agency and virtual goods in video games
title_fullStr Paying to win: culture, agency and virtual goods in video games
title_full_unstemmed Paying to win: culture, agency and virtual goods in video games
title_sort Paying to win: culture, agency and virtual goods in video games
author Falcão, Thiago
author_facet Falcão, Thiago
Marques, Daniel
author_role author
author2 Marques, Daniel
author2_role author
dc.contributor.author.fl_str_mv Falcão, Thiago
Marques, Daniel
dc.subject.por.fl_str_mv Games
Consumo
Bens Virtuais
Hearthstone.
topic Games
Consumo
Bens Virtuais
Hearthstone.
description This article focuses its argument on an understanding of the consumption process in contemporary culture through the notion of pastiche by Fredric Jameson. The aim is to question how the dynamics of industrial production of symbolic goods were responsible for creating products whose purpose do not relate to the idea of presenting an identity, but follows a strategy of creation of replicas of an entire pre-established symbolic context. That said, we sought to discuss how societal networks in the videogame Hearthstone are the result of this necessarily contemporary cultural condition that gives rise to design principles that not only enable in-game action but that ensue complex virtual goods acquisition and trade processes.
publishDate 2017
dc.date.none.fl_str_mv 2017-08-05
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Artigo avaliado pelos Pares
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.uff.br/contracampo/article/view/17608
10.22409/contracampo.v36i2.1032
url https://periodicos.uff.br/contracampo/article/view/17608
identifier_str_mv 10.22409/contracampo.v36i2.1032
dc.language.iso.fl_str_mv por
eng
language por
eng
dc.relation.none.fl_str_mv https://periodicos.uff.br/contracampo/article/view/17608/Pagando%20Para%20Vencer%3A%20Cultura%2C%20Ag%C3%AAncia%20e%20Bens%20Virtuais%20em%20Video%20Games
https://periodicos.uff.br/contracampo/article/view/17608/pdf
dc.rights.driver.fl_str_mv Copyright (c) 2017 Revista Contracampo
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2017 Revista Contracampo
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Programa de Pós-Graduação em Comunicação da Universidade Federal Fluminense
publisher.none.fl_str_mv Programa de Pós-Graduação em Comunicação da Universidade Federal Fluminense
dc.source.none.fl_str_mv Contracampo; v. 36 n. 2 (2017): Temáticas Livres
2238-2577
1414-7483
10.22409/contracampo.v36i2
reponame:Contracampo
instname:Universidade Federal Fluminense (UFF)
instacron:UFF
instname_str Universidade Federal Fluminense (UFF)
instacron_str UFF
institution UFF
reponame_str Contracampo
collection Contracampo
repository.name.fl_str_mv Contracampo - Universidade Federal Fluminense (UFF)
repository.mail.fl_str_mv ||contracampo.uff@gmail.com
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