SciELO - Scientific Electronic Library Online

 
vol.12 número2Desconfianza, regímenes de verdad, conspiraciones y montajes en el contexto de la covid-19 en México índice de autoresíndice de assuntospesquisa de artigos
Home Pagelista alfabética de periódicos  

Serviços Personalizados

Journal

Artigo

Indicadores

  • Não possue artigos citadosCitado por SciELO

Links relacionados

  • Não possue artigos similaresSimilares em SciELO

Compartilhar


Desde el Sur

versão impressa ISSN 2076-2674versão On-line ISSN 2415-0959

Resumo

TOYKIN MINAYA, Francis Irineo. Dynamics and group identity among Lima’s gamers, the case of competitiveness in the League of Legends video game. Desde el Sur [online]. 2020, vol.12, n.2, pp.573-597. ISSN 2076-2674.  http://dx.doi.org/10.21142/des-1201-2020-0031.

The aim is to seek to understand the cultural aspects that emerge through group dynamics from the consumption of video games in Lima. Qualitative research was conducted on the social imaginary and practices of gamers from the ANG and SHOT teams of the League of Legends videogame, within the local competitive environment. Fieldwork was conducted at the World Cyber Games 2013 Festival-Peru, involving observation and participation in video game booths and related spaces. What is the group identity of these players? The answer involves analysis of cultural variables such as identification, game, performance, territoriality, consumption, distinction and masculinity, in the two representative spaces: the virtual, as a stage where the players are transfigured into characters; and the physical, in which they act as players, through interaction and the use of technological devices. They are «virtualurban tribes», sharing values and interests, whose sense of belonging is based on affective, emotional and competitive ties.

Palavras-chave : Video games; virtual communities; gamers; group identity; electronic sports.

        · resumo em Espanhol     · texto em Espanhol     · Espanhol ( pdf )