Social dimensions of the online videogames: from gamer community to e-sports
Keywords:
Videojuegos, esports, deportes electrónicos, nuevos medios, videojuegos socialesAbstract
The experienced advances by ICT have provoked changes in the way to understand and to consume media. Video games are not alien to these changes. To the exponential growth of their use and relevance, new social structures are joined, marked by the network. The active communities of players connected through the Internet, change the conception of the user of video games lonely and the way to consume this product of electronic entertainment. An example of such evolution of the consumption of video games is those which support electronic sports (e-sports). Such a phenomenon suggests a transition of the games understood as an entertainment to its conception as a social event, spectacle and, ultimately, professional competition. This work offers an approach to the changes that the consumption habits of video games have experienced since the popularization of Internet and the web 2.0, focusing on the influence that they have on player communities. The analysis of existing thematic literature allows you to set the steps of this evolution and to advance future lines of research. Finally, it is confirmed the existing relationship between the social dimension of video games and the participatory culture, focusing on e-sports future.Metrics
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