Esporte eletrônico : videogame como trabalho imaterial
Ano de defesa: | 2017 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Mato Grosso
Brasil Faculdade de Comunicação e Artes (FCA) UFMT CUC - Cuiabá Programa de Pós-Graduação em Estudos de Cultura Contemporânea |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://ri.ufmt.br/handle/1/2591 |
Resumo: | E-sports are a professional video-game competition, virtual or presential, where the players compte between themselves for a award or a prize in cash. Its origns comes from information and communication high technology, in wich converges video-games, sports, jobs and leisure. Economic, social, cultural and emotional relationships are started in its ecosysthem. From this aspect, we establish its aim to undrstand in wich ways the video-game, in this challengeable environment is appropriate to the immaterial labour world, and based on this research we are able to discribe the brazilian e-Sports environment. The metodology used on this research is the netnography and we selected three competitive games, The League of Legends, Dota 2 and Hearthstone and all their respective virtual communities as database. We formulated and lauched two virtual opened quiz, to proffesionals and fans of e-Sports. As a result, we indentified the brazilian e-Sports environment is in full development and professionalization process. The immaterial production of ideas and relationships turns a game into a show, a social bond vector and a raw material configured those contents as entertainment. |