dc.contributorBertoloto, José Serafim
dc.contributorhttp://lattes.cnpq.br/4937833975814371
dc.contributorBertoloto, José Serafim
dc.contributor138.779.921-53
dc.contributorhttp://lattes.cnpq.br/4937833975814371
dc.contributorSantos, Hélia Vannucchi de Almeida
dc.contributor119.262.598-66
dc.contributorhttp://lattes.cnpq.br/7931502228937996
dc.contributor138.779.921-53
dc.contributorAlves, Lynn Rosalina Gama
dc.contributor250.953.315-00
dc.contributorhttp://lattes.cnpq.br/2226174429595901
dc.date.accessioned2017-06-09
dc.date.accessioned2021-07-08T00:28:45Z
dc.date.accessioned2022-10-12T18:18:58Z
dc.date.available2017-06-09
dc.date.available2021-07-08T00:28:45Z
dc.date.available2022-10-12T18:18:58Z
dc.date.created2017-06-09
dc.date.created2021-07-08T00:28:45Z
dc.date.issued2017-04-11
dc.identifierBERNARDINO, 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.identifierhttp://ri.ufmt.br/handle/1/2591
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/4094334
dc.description.abstractE-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.publisherUniversidade Federal de Mato Grosso
dc.publisherBrasil
dc.publisherFaculdade de Comunicação e Artes (FCA)
dc.publisherUFMT CUC - Cuiabá
dc.publisherPrograma de Pós-Graduação em Estudos de Cultura Contemporânea
dc.rightsAcesso Aberto
dc.titleEsporte eletrônico : videogame como trabalho imaterial
dc.typeTesis


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