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Comunicación y sociedad
versión impresa ISSN 0188-252X
Resumen
SOTO DE LA CRUZ, Jenniffer; CORTES GOMEZ, Sara y 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 08-Dic-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.
Palabras llave : Video games; Covid-19; consumption; entertainment; digital media.