{"title":"付费取胜,第二部分:炉石传说中的连载、权力蠕变和后期资本主义","authors":"Thiago Falcão, D. Marques","doi":"10.18568/cmc.v16i47.1894","DOIUrl":null,"url":null,"abstract":"This paper discusses power creep in the digital game card Hearthstone (Blizzard, 2012), questioning it from the perspectives of mediatization, serialization and late capitalism. The goal is to politicize the issue by pointing to the overlapping of contemporary cultural industry with game’s epistemological and ontological perspectives. We undertake the effort to review some theories of mediatization, observing the particularities of serialization in games. To achieve the main goal, we set out for an exploratory empirical analysis of professional players discourse on YouTube, revealing traces that help us locate the agency of late capitalism and serialization in Hearthstone’s power creep. Finally, we reinforce the need to scrutinize the contemporary entertainment industry, as well as the need to (re) think understandings about digital games and their cultures.","PeriodicalId":52154,"journal":{"name":"Comunicacao Midia e Consumo","volume":"16 1","pages":"530-554"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Pagando para vencer, parte 2: serialização, power creep e capitalismo tardio em Hearthstone\",\"authors\":\"Thiago Falcão, D. Marques\",\"doi\":\"10.18568/cmc.v16i47.1894\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper discusses power creep in the digital game card Hearthstone (Blizzard, 2012), questioning it from the perspectives of mediatization, serialization and late capitalism. The goal is to politicize the issue by pointing to the overlapping of contemporary cultural industry with game’s epistemological and ontological perspectives. We undertake the effort to review some theories of mediatization, observing the particularities of serialization in games. To achieve the main goal, we set out for an exploratory empirical analysis of professional players discourse on YouTube, revealing traces that help us locate the agency of late capitalism and serialization in Hearthstone’s power creep. Finally, we reinforce the need to scrutinize the contemporary entertainment industry, as well as the need to (re) think understandings about digital games and their cultures.\",\"PeriodicalId\":52154,\"journal\":{\"name\":\"Comunicacao Midia e Consumo\",\"volume\":\"16 1\",\"pages\":\"530-554\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-12-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Comunicacao Midia e Consumo\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18568/cmc.v16i47.1894\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Comunicacao Midia e Consumo","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18568/cmc.v16i47.1894","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Social Sciences","Score":null,"Total":0}
Pagando para vencer, parte 2: serialização, power creep e capitalismo tardio em Hearthstone
This paper discusses power creep in the digital game card Hearthstone (Blizzard, 2012), questioning it from the perspectives of mediatization, serialization and late capitalism. The goal is to politicize the issue by pointing to the overlapping of contemporary cultural industry with game’s epistemological and ontological perspectives. We undertake the effort to review some theories of mediatization, observing the particularities of serialization in games. To achieve the main goal, we set out for an exploratory empirical analysis of professional players discourse on YouTube, revealing traces that help us locate the agency of late capitalism and serialization in Hearthstone’s power creep. Finally, we reinforce the need to scrutinize the contemporary entertainment industry, as well as the need to (re) think understandings about digital games and their cultures.
期刊介绍:
The journal Comunicação, Mídia e Consumo – Communication, Media and Consumption – is published in printed and digital versions by the Programa de Pós-Graduação em Comunicação e Práticas de Consumo da ESPM-SP – Postgraduate Programme in Communication and Consumption Practices of ESPM-SP – Escola Superior de Propaganda e Marketing – Superior School of Propaganda and Marketing and it is evaluated as Qualis A2; its editorial line is to approach relevant topics of the field of Communication, understood here as a complex socio-cultural process and practice. The articles must be well-founded and mobilise different authors of a given theoretical tendency so that they develop a critical reflection about the approached thematic topics. In the case of empirical articles, besides the contextualisation and the descriptive stage of the material, we privilege articles which present a theoretico-interpretative of the aspects that are observed in the corpus.