El rol del fandom prosumer en la narrativa transmedia publicitaria de League of Legends
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Authors
Herrera Paz, Ariam MichaelIssue Date
2023-03-24
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The role of the prosumer fandom in the advertising transmedia storytelling of League of LegendsDOI
http://doi.org/10.19083/tesis/668497Abstract
League of Legends es uno de los videojuegos más populares del mundo y, debido a la gran variedad de contenido que genera en diversos medios, mantiene fiel a su audiencia. Gracias a ello, logró crear muchas comunidades de fans que, en la mayoría de los casos, participa en la creación de contenido de su universo. A estos fanáticos, que consumen y al mismo tiempo producen contenido, se les denomina prosumers y en esta investigación se buscó conocer cuál es el rol que ocupan en la narrativa transmedia publicitaria de League of Legends. La investigación se hizo bajo un enfoque cualitativo y un diseño fenomenológico. La muestra de este estudio estuvo compuesta por 15 fans/gamers del videojuego en cuestión, a los que se seleccionó mediante un muestreo por conveniencia entre participantes activos en sus comunidades. Asimismo, para responder a las preguntas de investigación, se realizaron entrevistas semiestructuradas, divididas en categorías. De todo ello, se obtuvo como principal hallazgo que el fandom prosumer cumple un rol de influencer en la narrativa transmedia publicitaria de League of Legends, ya que crea y comparte contenido con diferentes audiencias y plataformas, convirtiéndose en una suerte de publicidad gratuita y genuina para el videojuego.League of Legends is one of the most popular video games in the world and due to the wide variety of content it generates in various media, it keeps its audience loyal. Thanks to this, he managed to create many fan communities that, in most cases, participate in the creation of content from his universe. These fans, who consume and at the same time produce content, are called prosumers and this research sought to find out what role they play in the League of Legends transmedia advertising narrative. The research was carried out under a qualitative approach and a phenomenological design. The sample for this study was made up of 15 League of Legends fans/gamers, who were selected by convenience sampling, since they actively participate in their communities. Likewise, to answer the research questions, semi-structured interviews were conducted, divided into categories. From all this, the main finding was that the prosumer fandom plays an influencer role in the League of Legends transmedia advertising narrative, since it creates and shares content with different audiences and platforms, becoming a kind of free and genuine advertising for the videogame.
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info:eu-repo/semantics/bachelorThesisRights
info:eu-repo/semantics/openAccessLanguage
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Posible publicación en revistas indexadasae974a485f413a2113503eed53cd6c53
http://doi.org/10.19083/tesis/668497
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