Parece que você quer mais: consumo e valor simbólico das skins K/DA em League Of Legends
The objective of this work is to investigate how the relationship between League of Legends players, a multiplayer online game developed by Riot Games, is characterized with the consumption of aesthetic items within the game, the K/DA skins, and the symbolic value that these objects represent. for t...
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Formato: | bachelorThesis |
Idioma: | pt_BR |
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Universidade Federal do Rio Grande do Norte
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Endereço do item: | https://repositorio.ufrn.br/handle/123456789/48604 |
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Resumo: | The objective of this work is to investigate how the relationship between League of Legends players, a multiplayer online game developed by Riot Games, is characterized with the consumption of aesthetic items within the game, the K/DA skins, and the symbolic value that these objects represent. for them. With this, we seek to understand what influences the engagement and consumption of K/DA skins by players. Initially, we carried out a brief overview of the object of study and important correlations for the research. It is then developed the idea of what consumption is, its use as a social practice as an instrument of class and culture differentiation and the symbolic value of objects. Next, we explain better how the game itself is, describing some characteristics and elements present in the game, as well as the existence of skins, object of study of this research. The methodology is an exploratory research divided into two phases, the first phase being an online form with 20 questions and the second phase semi-structured interviews via Google Meet. From this, the present work concludes that, for players, K/DA skins are very important items, even more than their own performance within the game. The influence of aesthetic elements, audiovisual productions and choreography seems to explain why players admire the virtual kpop group, K/DA. In addition, we found that the skins suggest values beyond the act of purchase, symbolic representations such as differentiation, identification and exclusivity are the most cited by players. |
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