The Transmedia consumption of the World of Warcraft franchise: perceptions of brazilian consumers
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , |
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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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 |
_version_ |
1809464000099909632 |