Detalhes bibliográficos
Ano de defesa: |
2019 |
Autor(a) principal: |
Silva, Thiago Tadeu R
![lattes](/bdtd/themes/bdtd/images/lattes.gif?_=1676566308) |
Orientador(a): |
Leão, Lucia Isaltina Clemente |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Tese
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Comunicação e Semiótica
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Departamento: |
Faculdade de Filosofia, Comunicação, Letras e Artes
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País: |
Brasil
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://tede2.pucsp.br/handle/handle/22452
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Resumo: |
In the context of research in communication and culture creative process, this thesis aims to discuss the imaginary and the phenomenon of Electronic Sport in the communication and cultural complexities of the League of Legends (LoL) digital game. Produced by the developer Riot Games, since its launch LoL is part of a culture that establishes social and communication relationships between people confi guring their practice as Electronic Sport (E-Sport). LoL competitions are played by professional teams in organized leagues with matches transmitted over the internet, and the main stages are held in sports arenas and venues for the competition of digital games with the presence of the public. In addition to the game, there is the development of the imaginary related to the narrative that has been given processually in a fragmented way over the years in other media at the same time as there is the social imaginary referring to the practices of the players and enthusiasts, thus constituting a culture of the videogame that is develops as part of the League of Legends phenomenon. The research is guided by the hypothesis that League of Legends is in the process of being created since its inception, constituting relations of complexity that are not restricted to the game, but rather are found in the communication, social and cultural forms that develop from it . The research discusses the League of Legends phenomenon from the perspective of media archeology in dialogue with the theories of complexity (Morin), the anthropology of the imaginary (Durand), imaginary and culture (Maff esoli) and cartography of imaginaries (Leão). The results of the research prove that League of Legends is a complex communicational phenomenon in constant process of transformation since it was made available to the players and that the communication, social and cultural relations are part of this process |