Dynamics and group identity among Lima’s gamers, the case of competitiveness in the League of Legends video game

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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&a...

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Detalles Bibliográficos
Autor: Toykin Minaya, Francis Irineo
Formato: artículo
Fecha de Publicación:2020
Institución:Universidad Científica del Sur
Repositorio:Revistas - Universidad Científica del Sur
Lenguaje:español
OAI Identifier:oai:revistas.cientifica.edu.pe:article/766
Enlace del recurso:https://revistas.cientifica.edu.pe/index.php/desdeelsur/article/view/766
Nivel de acceso:acceso abierto
Materia:Videojuegos
comunidades virtuales
gamers
identidad grupal
deportes electrónicos
virtual games
virtual communities
group identity
electronic sports
Descripción
Sumario: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  video game, 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 «virtual urban tribes», sharing values and interests, whose sense  of belonging is based on affective, emotional and competitives.
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