dc.contributor | Bertoloto, José Serafim | |
dc.contributor | http://lattes.cnpq.br/4937833975814371 | |
dc.contributor | Bertoloto, José Serafim | |
dc.contributor | 138.779.921-53 | |
dc.contributor | http://lattes.cnpq.br/4937833975814371 | |
dc.contributor | Santos, Hélia Vannucchi de Almeida | |
dc.contributor | 119.262.598-66 | |
dc.contributor | http://lattes.cnpq.br/7931502228937996 | |
dc.contributor | 138.779.921-53 | |
dc.contributor | Alves, Lynn Rosalina Gama | |
dc.contributor | 250.953.315-00 | |
dc.contributor | http://lattes.cnpq.br/2226174429595901 | |
dc.date.accessioned | 2017-06-09 | |
dc.date.accessioned | 2021-07-08T00:28:45Z | |
dc.date.accessioned | 2022-10-12T18:18:58Z | |
dc.date.available | 2017-06-09 | |
dc.date.available | 2021-07-08T00:28:45Z | |
dc.date.available | 2022-10-12T18:18:58Z | |
dc.date.created | 2017-06-09 | |
dc.date.created | 2021-07-08T00:28:45Z | |
dc.date.issued | 2017-04-11 | |
dc.identifier | BERNARDINO, Paulo Vitor Marques. Esporte eletrônico: videogame como trabalho imaterial. 2017. 117 f. Dissertação (Mestrado em Estudos de Cultura Contemporânea) - Universidade Federal de Mato Grosso, Faculdade de Comunicação e Artes, Cuiabá, 2017. | |
dc.identifier | http://ri.ufmt.br/handle/1/2591 | |
dc.identifier.uri | https://repositorioslatinoamericanos.uchile.cl/handle/2250/4094334 | |
dc.description.abstract | E-sports are a professional video-game competition, virtual or presential, where the players compte between themselves for a award or a prize in cash. Its origns comes from information and communication high technology, in wich converges video-games, sports, jobs and leisure. Economic, social, cultural and emotional relationships are started in its ecosysthem. From this aspect, we establish its aim to undrstand in wich ways the video-game, in this challengeable environment is appropriate to the immaterial labour world, and based on this research we are able to discribe the brazilian e-Sports environment. The metodology used on this research is the netnography and we selected three competitive games, The League of Legends, Dota 2 and Hearthstone and all their respective virtual communities as database. We formulated and lauched two virtual opened quiz, to proffesionals and fans of e-Sports. As a result, we indentified the brazilian e-Sports environment is in full development and professionalization process. The immaterial production of ideas and relationships turns a game into a show, a social bond vector and a raw material configured those contents as entertainment. | |
dc.publisher | Universidade Federal de Mato Grosso | |
dc.publisher | Brasil | |
dc.publisher | Faculdade de Comunicação e Artes (FCA) | |
dc.publisher | UFMT CUC - Cuiabá | |
dc.publisher | Programa de Pós-Graduação em Estudos de Cultura Contemporânea | |
dc.rights | Acesso Aberto | |
dc.title | Esporte eletrônico : videogame como trabalho imaterial | |
dc.type | Tesis | |