Dynamics and group identity among Lima’s gamers, the case of competitiveness in the League of Legends video game
DOI:
https://doi.org/10.21142/DES-1202-2020-0031Keywords:
virtual games, virtual communities, gamers, group identity, electronic sportsAbstract
The aim is to seek to understand the cultural aspects that emerge through group dynamics from the consumption of video games in Lima. Qualitative research was conducted on the social imaginary and practices of gamers from the ANG and SHOT teams of the League of Legends video game, within the local competitive environment. Fieldwork was conducted at the World Cyber Games 2013 Festival-Peru, involving observation and participation in video game booths and related spaces. What is the group identity of these players? The answer involves analysis of cultural variables such as identification, game, performance, territoriality, consumption, distinction and masculinity, in the two representative spaces: the virtual, as a stage where the players are transfigured into characters; and the physical, in which they act as players, through interaction and the use of technological devices. They are «virtual urban tribes», sharing values and interests, whose sense of belonging is based on affective, emotional and competitives.
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Esta obra está bajo una licencia http://creativecommons.org/licenses/by-nc-sa/4.0/