Deporte y espectáculo en la narrativa de los 'e-sports': el caso de 'League of Legends'

IF 1.2 Q3 COMMUNICATION Index Comunicacion Pub Date : 2021-07-15 DOI:10.33732/IXC/11/02DEPORT
Diego Martín Muñoz, Luis Miguel Pedrero Esteban
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引用次数: 2

Abstract

e-sports have stablished themselves in the leisure and entertainment digital market with similar number of followers, turnover and advertising to those of traditional mass sports. In addition to fostering individual fantasy without space-time limitations as it happens with video games, esports are articulated on discursive strategies and techniques that expand the emotional bond between the player, the sport and the audience. This article identifies and describes the evolution of video games throughout their history, the conversion of many of them into e-sports —clarifying the elements that make a discipline such us a videogame becomes a spectacle—, and focuses on the ludic proporsal of e-sports from a case study on League of Legends, the world's most popular title, whose unique narrative strategy has made it a game, sport and spectacle hybrid.
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电子竞技叙事中的体育与娱乐:以《英雄联盟》为例
电子竞技已经在休闲娱乐数字市场中站稳了脚跟,拥有与传统大众体育相似的粉丝数量、营业额和广告。除了像电子游戏那样不受时空限制地培养个人幻想之外,电子竞技还运用了话语策略和技术,扩大了玩家、运动和观众之间的情感联系。本文确定并描述了电子游戏在其整个历史中的演变,其中许多电子游戏转变为电子竞技——阐明了使电子游戏成为奇观的元素——并以《英雄联盟》(世界上最受欢迎的游戏,其独特的叙事策略使其成为游戏,体育和奇观的混合体)为例,关注电子竞技的搞笑比例。
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来源期刊
Index Comunicacion
Index Comunicacion COMMUNICATION-
CiteScore
1.60
自引率
12.50%
发文量
28
审稿时长
8 weeks
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