Jenniffer Soto de la Cruz, Sara Cortés Gómez, P. Lacasa
{"title":"在封锁时期,电子游戏和新消费形式的重新发明。比如《堡垒之夜》","authors":"Jenniffer Soto de la Cruz, Sara Cortés Gómez, P. Lacasa","doi":"10.32870/cys.v2023.8455","DOIUrl":null,"url":null,"abstract":"The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during the lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of novel content, in-game events, and added value in the players' experience.","PeriodicalId":112547,"journal":{"name":"Comunicación y Sociedad","volume":"201 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite\",\"authors\":\"Jenniffer Soto de la Cruz, Sara Cortés Gómez, P. Lacasa\",\"doi\":\"10.32870/cys.v2023.8455\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during the lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of novel content, in-game events, and added value in the players' experience.\",\"PeriodicalId\":112547,\"journal\":{\"name\":\"Comunicación y Sociedad\",\"volume\":\"201 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-05-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Comunicación y Sociedad\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.32870/cys.v2023.8455\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Comunicación y Sociedad","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32870/cys.v2023.8455","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite
The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during the lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of novel content, in-game events, and added value in the players' experience.