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Comunicación y sociedad

Print version ISSN 0188-252X

Abstract

SOTO DE LA CRUZ, Jenniffer; CORTES GOMEZ, Sara  and  LACASA, Pilar. The reinvention of video games and new forms of consumption in times of lockdown. The case of Fortnite. Comun. soc [online]. 2023, vol.20, e8455.  Epub Dec 08, 2023. ISSN 0188-252X.  https://doi.org/10.32870/cys.v2023.8455.

The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of new content, in-game events, and added value in the players’ experience.

Keywords : Video games; Covid-19; consumption; entertainment; digital media.

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