MOBA video games as a transmedia phenomenon. The case of league of legends as a process of identity, resistance and agency shaping
Abstract
This article intends to expand the knowledge regarding sociocultural implications of the Massive Online Battle Video game League of Legends, in terms of the interactivity promoted by it. The objectives of this work are: to create an understanding on how people play League of Legends on the Mexican context, and which elements of the game reach beyond electronic devices to form a transmedia narrative. In this particular case, by means of quantitative research in the form of an online poll, a number of characteristics from a process of adaptations and experiences by the video game fans were identified. In this sense, a series of evaluations on the identity, resistance and agency shaping in the use of this kind of video games are presented.
Description
Keywords
Citation
Collections
Endorsement
Review
Supplemented By
Referenced By
Creative Commons license
Except where otherwise noted, this item's license is described as Acceso restringido / Suscripción (Metadatos de producción científica)
