The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers

Detalhes bibliográficos
Autor(a) principal: Bona, Rafael Jose
Data de Publicação: 2021
Outros Autores: Silveira, Éderson Luís da, Coutinho, Diogo de Azeredo Leão
Tipo de documento: Artigo
Idioma: por
Título da fonte: Cadernos de Comunicação (Online)
Texto Completo: http://periodicos.ufsm.br/ccomunicacao/article/view/37037
Resumo: The purpose of this paper is to analyze the motivational factors that lead the players in the game World of Warcraft to consume their narratives in various media. The research is classified as exploratory and descriptive type through a questionnaire in four blocks with open and closed questions, applied to players from a group dedicated to the game, in a social network. It is concluded that one of the main factors that motivate the game consumption is your narrative and immersion that provides players.
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spelling The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumersEl consumo transmedia de la franquicia World of Warcraft: percepciones de los consumidores brasileñosO consumo transmídia da franquia World of Warcraft: percepções dos consumidores brasileirosconsumptiontransmedia storytellingWorld of Warcraftconsumonarrativa transmediaWorld of Warcraftconsumonarrativa transmídiaWorld of Warcraft.The purpose of this paper is to analyze the motivational factors that lead the players in the game World of Warcraft to consume their narratives in various media. The research is classified as exploratory and descriptive type through a questionnaire in four blocks with open and closed questions, applied to players from a group dedicated to the game, in a social network. It is concluded that one of the main factors that motivate the game consumption is your narrative and immersion that provides players.El objetivo de este artículo es analizar los factores motivacionales que llevan a los jugadores del juego World of Warcraft a consumir sus narrativas en diversos medios. La investigación se clasifica como exploratoria y descriptiva a través de un cuestionario subdividido en cuatro bloques con preguntas abiertas y cerradas, aplicado a jugadores de un grupo dedicado al juego, en una red social digital. Se concluye que uno de los principales factores que motivan el consumo del juego es su narrativa y la inmersión que proporciona a los jugadores.O objetivo deste artigo é analisar os fatores motivacionais que levam os jogadores do game World of Warcrafta consumir suas narrativas em diversas mídias. A pesquisa se classifica como exploratória e descritiva por meio de um questionário subdividido em quatro blocos com perguntas abertas e fechadas, aplicado a jogadores de um grupo dedicado ao jogo, em uma rede social digital. Conclui-se que um dos principais fatores que motivam o consumo do jogo é sua narrativa e a imersão que proporciona aos jogadores.Universidade Federal de Santa Maria2021-01-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionPesquisa exploratório; descritivaapplication/pdfhttp://periodicos.ufsm.br/ccomunicacao/article/view/3703710.5902/2316882X37037Cadernos de Comunicação; v. 24 n. 3 (2020)2316-882X1677-9061reponame:Cadernos de Comunicação (Online)instname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMporhttp://periodicos.ufsm.br/ccomunicacao/article/view/37037/pdfCopyright (c) 2021 Cadernos de Comunicaçãoinfo:eu-repo/semantics/openAccessBona, Rafael JoseSilveira, Éderson Luís daCoutinho, Diogo de Azeredo Leão2021-02-10T15:43:56Zoai:ojs.pkp.sfu.ca:article/37037Revistahttps://periodicos.ufsm.br/ccomunicacaoPUBhttps://periodicos.ufsm.br/ccomunicacao/oaiflavilisboa@gmail.com||flavilisboa@gmail.com2316-882X1677-9061opendoar:2021-02-10T15:43:56Cadernos de Comunicação (Online) - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
El consumo transmedia de la franquicia World of Warcraft: percepciones de los consumidores brasileños
O consumo transmídia da franquia World of Warcraft: percepções dos consumidores brasileiros
title The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
spellingShingle The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
Bona, Rafael Jose
consumption
transmedia storytelling
World of Warcraft
consumo
narrativa transmedia
World of Warcraft
consumo
narrativa transmídia
World of Warcraft.
title_short The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
title_full The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
title_fullStr The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
title_full_unstemmed The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
title_sort The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
author Bona, Rafael Jose
author_facet Bona, Rafael Jose
Silveira, Éderson Luís da
Coutinho, Diogo de Azeredo Leão
author_role author
author2 Silveira, Éderson Luís da
Coutinho, Diogo de Azeredo Leão
author2_role author
author
dc.contributor.author.fl_str_mv Bona, Rafael Jose
Silveira, Éderson Luís da
Coutinho, Diogo de Azeredo Leão
dc.subject.por.fl_str_mv consumption
transmedia storytelling
World of Warcraft
consumo
narrativa transmedia
World of Warcraft
consumo
narrativa transmídia
World of Warcraft.
topic consumption
transmedia storytelling
World of Warcraft
consumo
narrativa transmedia
World of Warcraft
consumo
narrativa transmídia
World of Warcraft.
description The purpose of this paper is to analyze the motivational factors that lead the players in the game World of Warcraft to consume their narratives in various media. The research is classified as exploratory and descriptive type through a questionnaire in four blocks with open and closed questions, applied to players from a group dedicated to the game, in a social network. It is concluded that one of the main factors that motivate the game consumption is your narrative and immersion that provides players.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-04
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Pesquisa exploratório; descritiva
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://periodicos.ufsm.br/ccomunicacao/article/view/37037
10.5902/2316882X37037
url http://periodicos.ufsm.br/ccomunicacao/article/view/37037
identifier_str_mv 10.5902/2316882X37037
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv http://periodicos.ufsm.br/ccomunicacao/article/view/37037/pdf
dc.rights.driver.fl_str_mv Copyright (c) 2021 Cadernos de Comunicação
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Cadernos de Comunicação
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
publisher.none.fl_str_mv Universidade Federal de Santa Maria
dc.source.none.fl_str_mv Cadernos de Comunicação; v. 24 n. 3 (2020)
2316-882X
1677-9061
reponame:Cadernos de Comunicação (Online)
instname:Universidade Federal de Santa Maria (UFSM)
instacron:UFSM
instname_str Universidade Federal de Santa Maria (UFSM)
instacron_str UFSM
institution UFSM
reponame_str Cadernos de Comunicação (Online)
collection Cadernos de Comunicação (Online)
repository.name.fl_str_mv Cadernos de Comunicação (Online) - Universidade Federal de Santa Maria (UFSM)
repository.mail.fl_str_mv flavilisboa@gmail.com||flavilisboa@gmail.com
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