Communication, consumption and entertainment: engaging video game players for symbolic rewards

被引:0
|
作者
de Mello, Felipe Correa [1 ]
Mastrocola, Vicente Martin [2 ]
机构
[1] PPGCOM ESPM, Comun Prat Consumo, Sao Paulo, Brazil
[2] ESPM, Comun Prat Consumo, Sao Paulo, Brazil
来源
REVISTA MEDIACAO | 2014年 / 16卷 / 18期
关键词
Communication and consumption; Games; Social Field; Playstation Network; Entertainment;
D O I
暂无
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
In this text, discusses and correlate the trinomial communication-consumption- entertainment within the universe of electronic games. The centrality of the relationships proposed in this work, it is specifically examined a characteristic of the console Playstation 3 - of the Sony mark -, that conjugates entertainment, social network and symbolic rewards. To give bill of an object of such complexity, they were necessary two nuclear contributions: 1) reflections on of the universe of games and of the entertainment; 2) considerations concerning the notion of social field, social and dynamic interactions of the symbolic changes. To focus the scope of the discussion, used the exclusive game of Playstation 3, The last of us as an object of study.
引用
收藏
页码:29 / 43
页数:15
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