Paying to win: culture, agency and virtual goods in video games
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Data de Publicação: | 2017 |
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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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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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1799705522183602176 |