The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite

Jenniffer Soto de la Cruz, Sara Cortés Gómez, P. Lacasa
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Abstract

The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during the lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of novel content, in-game events, and added value in the players' experience.
在封锁时期,电子游戏和新消费形式的重新发明。比如《堡垒之夜》
本研究的目的是分析视频游戏行业如何在封锁期间重塑娱乐内容的消费方式;具体来说,我们将研究《堡垒之夜》的案例。方法方法是定性的,由西班牙数字媒体文章和新闻的内容分析和话语分析支持。研究结果揭示了电子游戏行业中有利于创新的三个要素:新颖内容的开发、游戏内活动和玩家体验的附加值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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