Videojuegos, conectividad y multiplataformaFortnite un estudio de caso

  1. Raquel Echeandía Sánchez 1
  2. Sara Cortés Gómez 1
  3. Rut Martínez Borda 1
  1. 1 Universidad de Alcalá, España
Journal:
Revista Inclusiones: Revista de Humanidades y Ciencias Sociales

ISSN: 0719-4706

Year of publication: 2019

Issue Title: Congreso Internacional Comunicación y Pensamiento España

Volume: 6

Issue: 22

Pages: 168-183

Type: Article

More publications in: Revista Inclusiones: Revista de Humanidades y Ciencias Sociales

Abstract

Video games are currently a fundamental element in the audiovisual industry and have become a source of income even greater than music, in the field of digital entertainment. A key factor that has favored the advance of the sector is the users. Today it is inconceivable to consider video games outside of online environments, compatible with multiple devices, which mark the complexity of the game and allow millions of users to connect online. In addition, the world of the game is not limited to him, but is present in the social networks that contribute in a decisive way to the transformation not only of the game, but also of the practices of the players. Our goal in this document is to discover the dimensions that surround videogames by focusing on the activities of players, understood from the point of view of a networked society. Three themes are especially relevant when talking about video games: the consumer experience, the reactions of the spectators and the presence of a responsible industry. We will analyze the case of the videogame Fortnite, a game available on multiple platforms and systems, but which is played mainly online. Our methodology analyzes the Big Data generated on the Twitch platform with the intention of discovering how young people treat these video games as a media ecosystem in which to converge. In this way we approach the players from their real experience with the game to understand the key elements of it.