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Motivado pela reflexão que emerge junto à arrebatadora pandemia de COVID-19 e as ações de controle de contágio sugeridas pela Organização Mundial de Saúde, o presente estudo mira seu olhar sobre o comportamento do consumidor de videojogos durante o aludido surto. Ancorado em textos semelhantes e/ou concorrentes, foi permitido perceber que os hábitos do nicho em questão, dentro do quadro analisado, podem vir a contribuir para uma maior compreensão das possibilidades e potencialidades dos recursos disponíveis de live streaming para outros segmentos da indústria de conteúdo; uma vez que estes, condicionados pelo cenário, optaram pelo uso dos mesmos para a manutenção de seus fluxos biológicos. Em conclusão, apesar de se tratar de um paradigma já muito bem esclarecido, acreditamos que a narrativa em questão salvaguarda, mais uma vez, a posição pervasiva que ocupam os media na contemporaneidade.
Motivated by the reflection that emerges apace the overwhelming pandemic of the COVID-19 virus and the actions suggested by the World Health Organization to control its spread, this case study focuses on the behavior of consumers of video games during the mentioned outbreak. Anchored in similar and/or competing texts, it was possible to understand that the habits of this particular group, within the framework in analysis, can contribute to a better understanding of the possibilities and potentials that the available resources of live streaming have to other segments of the entertainment industry; once that these, conditioned by the scenario have opted to for the use of thereof for the maintenance of their biological flows. In conclusion, although this paradigm is already well-defined, we believe that the narrative in question safeguard, once more, the pervasive position of the media in these times.
Motivated by the reflection that emerges apace the overwhelming pandemic of the COVID-19 virus and the actions suggested by the World Health Organization to control its spread, this case study focuses on the behavior of consumers of video games during the mentioned outbreak. Anchored in similar and/or competing texts, it was possible to understand that the habits of this particular group, within the framework in analysis, can contribute to a better understanding of the possibilities and potentials that the available resources of live streaming have to other segments of the entertainment industry; once that these, conditioned by the scenario have opted to for the use of thereof for the maintenance of their biological flows. In conclusion, although this paradigm is already well-defined, we believe that the narrative in question safeguard, once more, the pervasive position of the media in these times.
Descrição
Palavras-chave
Gamecultura Cibercultura TICs coronavírus Gameculture Cyberculture Coronavirus
Contexto Educativo
Citação
Editora
Associação Portuguesa de Ciências da Comunicação
