What is Netflix playing at? Content convergence through video games in its multi-stage strategy

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Netflix's decision to add games to its traditional content catalogue in November 2021 is perceived as a bet whose realisation is still uncertain. This study examines the first months of this new service from the company and seeks to find out how this content has been integrated into the platfor...

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Detalles Bibliográficos
Autores: Gómez-García, Salvador, Vicent-Ibáñez, Mireya
Formato: artículo
Fecha de Publicación:2022
Institución:Universidad de Piura
Repositorio:Revista de Comunicación
Lenguaje:español
OAI Identifier:oai:revistas.udep.edu.pe:article/2925
Enlace del recurso:https://revistadecomunicacion.com/article/view/2925
Nivel de acceso:acceso abierto
Materia:convergencia multimedia
engagement
videojuegos
Netflix
streaming
Game Studies
multimedia convergence
video games
streaming service
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spelling What is Netflix playing at? Content convergence through video games in its multi-stage strategy¿A qué juega Netflix? La convergencia de contenidos a través de los videojuegos en su estrategia multietapaGómez-García, Salvador Vicent-Ibáñez, Mireya convergencia multimediaengagementvideojuegosNetflixstreamingGame Studiesmultimedia convergenceengagementvideo gamesNetflixstreaming serviceGame StudiesNetflix's decision to add games to its traditional content catalogue in November 2021 is perceived as a bet whose realisation is still uncertain. This study examines the first months of this new service from the company and seeks to find out how this content has been integrated into the platform, what kind of entertainment is offered and how it fits into the company's strategy, as well as how it has been received by users and subscribers. The methodology is based on a quantitative and qualitative triangulation of methods collected in an analysis sheet for each of the games in the sample (n=14). The results reflect that in these first months, the games offered are aimed to provide light entertainment and reinforce the value of the Netflix subscription, even if the games are gradually oriented towards a transmedia logic or serve to reinforce other content on the platform. In addition, the new data Netflix receives from its subscribers when they view content on the platform and their interaction with the new content could be an important asset for the future of the company.La decisión de Netflix de incorporar juegos en su catálogo tradicional de contenidos en noviembre de 2021 se percibe como una apuesta cuya concreción resulta aún incierta. Esta investigación explora los primeros meses de este nuevo servicio tratando de determinar cómo se ha producido la incorporación de este contenido en la plataforma, qué tipo de entretenimiento se ofrece y cómo se localiza dentro de la estrategia de contenidos de la compañía, así como la recepción por parte de sus usuarios y suscriptores. La metodología se fundamenta en una triangulación metodológica cuantitativa y cualitativa recogida en una ficha de análisis para cada uno de los juegos de la muestra (n=14). Los resultados reflejan que, en estos primeros meses, la oferta de juegos se dirige a ofrecer un entretenimiento liviano y reforzar el valor de la suscripción a Netflix, aunque comienzan a apuntar juegos en una lógica transmedia o que sirven como refuerzo de otros contenidos de la plataforma. Además, el nuevo conjunto de datos que Netflix obtiene de sus suscriptores a través del visionado de su plataforma y la interacción con el nuevo tipo de contenido puede suponer una baza importante para el futuro de la compañía.Universidad de Piura. Facultad de Comunicación2022-09-08info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionArticle evaluated by pairstextArtículo evaluado por parestextoapplication/pdfapplication/xmlhttps://revistadecomunicacion.com/article/view/292510.26441/RC21.2-2022-A6Revista de Comunicación; Vol. 21 No. 2 (2022); 115-134Revista de Comunicación; Vol. 21 Núm. 2 (2022); 115-1342227-14651684-0933reponame:Revista de Comunicacióninstname:Universidad de Piurainstacron:UDEPspahttps://revistadecomunicacion.com/article/view/2925/2491https://revistadecomunicacion.com/article/view/2925/2511Derechos de autor 2022 Revista de Comunicaciónhttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessoai:revistas.udep.edu.pe:article/29252023-01-07T19:52:12Z
dc.title.none.fl_str_mv What is Netflix playing at? Content convergence through video games in its multi-stage strategy
¿A qué juega Netflix? La convergencia de contenidos a través de los videojuegos en su estrategia multietapa
title What is Netflix playing at? Content convergence through video games in its multi-stage strategy
spellingShingle What is Netflix playing at? Content convergence through video games in its multi-stage strategy
Gómez-García, Salvador
convergencia multimedia
engagement
videojuegos
Netflix
streaming
Game Studies
multimedia convergence
engagement
video games
Netflix
streaming service
Game Studies
title_short What is Netflix playing at? Content convergence through video games in its multi-stage strategy
title_full What is Netflix playing at? Content convergence through video games in its multi-stage strategy
title_fullStr What is Netflix playing at? Content convergence through video games in its multi-stage strategy
title_full_unstemmed What is Netflix playing at? Content convergence through video games in its multi-stage strategy
title_sort What is Netflix playing at? Content convergence through video games in its multi-stage strategy
dc.creator.none.fl_str_mv Gómez-García, Salvador
Vicent-Ibáñez, Mireya
author Gómez-García, Salvador
author_facet Gómez-García, Salvador
Vicent-Ibáñez, Mireya
author_role author
author2 Vicent-Ibáñez, Mireya
author2_role author
dc.subject.none.fl_str_mv convergencia multimedia
engagement
videojuegos
Netflix
streaming
Game Studies
multimedia convergence
engagement
video games
Netflix
streaming service
Game Studies
topic convergencia multimedia
engagement
videojuegos
Netflix
streaming
Game Studies
multimedia convergence
engagement
video games
Netflix
streaming service
Game Studies
description Netflix's decision to add games to its traditional content catalogue in November 2021 is perceived as a bet whose realisation is still uncertain. This study examines the first months of this new service from the company and seeks to find out how this content has been integrated into the platform, what kind of entertainment is offered and how it fits into the company's strategy, as well as how it has been received by users and subscribers. The methodology is based on a quantitative and qualitative triangulation of methods collected in an analysis sheet for each of the games in the sample (n=14). The results reflect that in these first months, the games offered are aimed to provide light entertainment and reinforce the value of the Netflix subscription, even if the games are gradually oriented towards a transmedia logic or serve to reinforce other content on the platform. In addition, the new data Netflix receives from its subscribers when they view content on the platform and their interaction with the new content could be an important asset for the future of the company.
publishDate 2022
dc.date.none.fl_str_mv 2022-09-08
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Article evaluated by pairs
text
Artículo evaluado por pares
texto
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://revistadecomunicacion.com/article/view/2925
10.26441/RC21.2-2022-A6
url https://revistadecomunicacion.com/article/view/2925
identifier_str_mv 10.26441/RC21.2-2022-A6
dc.language.none.fl_str_mv spa
language spa
dc.relation.none.fl_str_mv https://revistadecomunicacion.com/article/view/2925/2491
https://revistadecomunicacion.com/article/view/2925/2511
dc.rights.none.fl_str_mv Derechos de autor 2022 Revista de Comunicación
http://creativecommons.org/licenses/by-nc-nd/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Derechos de autor 2022 Revista de Comunicación
http://creativecommons.org/licenses/by-nc-nd/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/xml
dc.publisher.none.fl_str_mv Universidad de Piura. Facultad de Comunicación
publisher.none.fl_str_mv Universidad de Piura. Facultad de Comunicación
dc.source.none.fl_str_mv Revista de Comunicación; Vol. 21 No. 2 (2022); 115-134
Revista de Comunicación; Vol. 21 Núm. 2 (2022); 115-134
2227-1465
1684-0933
reponame:Revista de Comunicación
instname:Universidad de Piura
instacron:UDEP
instname_str Universidad de Piura
instacron_str UDEP
institution UDEP
reponame_str Revista de Comunicación
collection Revista de Comunicación
repository.name.fl_str_mv
repository.mail.fl_str_mv
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