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Previous issue date: 2018-03-23 / With the professionalization of electronic sports (e-sports) and the exponential growth
of this market, many companies are investing in create unique experiences for their
spectators. This research aims to understand how a computer game, especially the
League of Legends, can be designed to be played and watched by many people as a
sportive manifestation, turning a local reception into a global and connected activity.
Based on the Grounded Theory, a methodology that supports the qualitative and
quantitative data analyzes, favoring the multidisciplinary view on a given event. This
work consists in three distinct phases: data collection and analysis, coding, memoing
and theory writing. Where in the first phase, bibliographical surveys on games and esports
were carried out, as well as analyzes of the media related to electronic sports.
In the second phase, all the data obtained were codified and separated into
categories and subcategories, where it was possible to understand that e-sports are
a phenomenon formed from different social perceptions, relating games, sports
entertainment and media. In the third phase, the memoing presents as inferences
from the research for the work, to finally be possible a writing of a platform on a
construction of e-sport and how its transformations in different transmissions. / Com a profissionaliza??o dos esportes eletr?nicos (e-sports) e o crescimento
exponencial desse mercado, muitas empresas t?m investido em criar experi?ncias
?nicas para seus espectadores. Com isso em mente, este trabalho tem o objetivo de
entender como um jogo de computador, especialmente o League of Legends, pode
ser projetado para ser jogado e assistido como uma manifesta??o esportiva por
diversas pessoas, transformando a recep??o local em um ato global e conectado.
Para isso, ? utilizada a Grounded Theory, uma metodologia que permite o uso de
an?lises qualitativas e quantitativas, favorecendo o olhar multidisciplinar sobre um
determinado evento. Assim, este trabalho ? formado por tr?s fases distintas: coleta e
an?lise de dados, codifica??o, memorando e escrita da teoria. Onde, na primeira
fase, foram realizados levantamentos bibliogr?ficos sobre jogos e e-sports, al?m de
an?lises das m?dias relacionadas ao esporte eletr?nico. Na segunda fase, todos os
dados obtidos foram codificados e separados em categorias e subcategorias, no
qual foi poss?vel entender que os e-sports s?o um fen?meno formado a partir de
diferentes percep??es sociais, relacionando os jogos, o entretenimento esportivo e
as m?dias. Na terceira fase, o memorando apresentou as infer?ncias da
pesquisadora ao longo deste trabalho, para, por fim, ser poss?vel a escrita de uma
teoria sobre a constru??o do e-sport e as suas transforma??es em diferentes
transmiss?es.
Identifer | oai:union.ndltd.org:IBICT/oai:tede2.pucrs.br:tede/7944 |
Date | 23 March 2018 |
Creators | Schultz, Camila Amorim |
Contributors | Pase, Andr? Fagundes |
Publisher | Pontif?cia Universidade Cat?lica do Rio Grande do Sul, Programa de P?s-Gradua??o em Comunica??o Social, PUCRS, Brasil, Escola de Comunica??o, Arte e Design |
Source Sets | IBICT Brazilian ETDs |
Language | Portuguese |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, info:eu-repo/semantics/masterThesis |
Format | application/pdf |
Source | reponame:Biblioteca Digital de Teses e Dissertações da PUC_RS, instname:Pontifícia Universidade Católica do Rio Grande do Sul, instacron:PUC_RS |
Rights | info:eu-repo/semantics/openAccess |
Relation | -1227240851921518482, 500, 500, -4056021055502874573 |
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