Dynamics of virtual goods consumption: practices and values in the League of Legends universe
DOI:
https://doi.org/10.30962/ec.1397Keywords:
Consumo. Bens virtuais. Jogo digital.Abstract
This article seeks to understand the consumption of virtual goods in the everyday practices of players of the online game League of Legends (LoL) to reflect on the particular social constitution of consumers of this online game. The theoretical-analytical framework starts from the orientation of the anthropological approach to consumption. As an empirical clipping, the discussion will be evidenced through a research with ethnographic premises with a group of LoL consumers from the cities of Belém (PA), Diadema (SP) and Osasco (SP). The reflections indicate that the main motivations for the consumption of these commodities in League are based on the essential acting of the symbolic values to the detriment of the values of use and exchange.Downloads
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- Quadro 1: Interlocutores da pesquisa (Português (Brasil))
- Quadro 2: Identificando diferentes percepções dos sujeitos para a compra de bens virtuais do tipo skin (Português (Brasil))
- Figura 1: Loja para aquisição de itens extra opcionais (skins, ícones, emotes, dentre outros) no MOBA League of Legends (Português (Brasil))
- Figura 2: Texture update do design clássico do campeão Udyr, realizado em 2014 (Português (Brasil))
- Figura 3: Transformações no design da skin mítica Udyr Guardião Espiritual, a partir do uso de habilidades no jogo (Português (Brasil))
- Figura 4: Texture update do design clássico da personagem Lux, realizado em 2015 (Português (Brasil))
- Figura 5: Distintas transformações no design da skin mítica Lux Elementarista, com modelagem evoluída que muda em distintas formas ainda no jogo (Português (Brasil))
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