{"title":"“不是你,是Tinder。”“levante”应用中的游戏化、消费、日常管理和性能","authors":"Joaquin Walter-Linne","doi":"10.29101/crcs.v27i0.13365","DOIUrl":null,"url":null,"abstract":"This article addresses the uses that young people from middle sectors of Buenos Aires deploy in dating applications. At the methodological level, an exploratory investigation was carried out, which consisted of the thematic analysis of a thousand profiles and 20 structured interviews with young users of Tinder, Happn and OkCupid. Among the results, 3 emerging trends stand out. In the first place, the “gamification”, which refers to the playful and competitive experience, similar to that of the videogame, which implies the online sex search, in the sense of unraveling strategies and displaying skills to obtain a higher score (likes, matches). Second, the “surface consumption”, which refers to a way of relating to profiles as objects of consumption, which implies not only voyeurism but a constant selection of candidates. Finally, the “daily management of networks and applications” that implies a demanding performance on one’s identity in order to excel in the digital ecosystem.","PeriodicalId":45081,"journal":{"name":"Convergencia-Revista De Ciencias Sociales","volume":"17 1","pages":"1"},"PeriodicalIF":0.5000,"publicationDate":"2020-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"“No sos vos, es Tinder”. Gamificación, consumo, gestión cotidiana y performance en aplicaciones de “levante”\",\"authors\":\"Joaquin Walter-Linne\",\"doi\":\"10.29101/crcs.v27i0.13365\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article addresses the uses that young people from middle sectors of Buenos Aires deploy in dating applications. At the methodological level, an exploratory investigation was carried out, which consisted of the thematic analysis of a thousand profiles and 20 structured interviews with young users of Tinder, Happn and OkCupid. Among the results, 3 emerging trends stand out. In the first place, the “gamification”, which refers to the playful and competitive experience, similar to that of the videogame, which implies the online sex search, in the sense of unraveling strategies and displaying skills to obtain a higher score (likes, matches). Second, the “surface consumption”, which refers to a way of relating to profiles as objects of consumption, which implies not only voyeurism but a constant selection of candidates. Finally, the “daily management of networks and applications” that implies a demanding performance on one’s identity in order to excel in the digital ecosystem.\",\"PeriodicalId\":45081,\"journal\":{\"name\":\"Convergencia-Revista De Ciencias Sociales\",\"volume\":\"17 1\",\"pages\":\"1\"},\"PeriodicalIF\":0.5000,\"publicationDate\":\"2020-04-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Convergencia-Revista De Ciencias Sociales\",\"FirstCategoryId\":\"90\",\"ListUrlMain\":\"https://doi.org/10.29101/crcs.v27i0.13365\",\"RegionNum\":4,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"SOCIOLOGY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Convergencia-Revista De Ciencias Sociales","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.29101/crcs.v27i0.13365","RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"SOCIOLOGY","Score":null,"Total":0}
“No sos vos, es Tinder”. Gamificación, consumo, gestión cotidiana y performance en aplicaciones de “levante”
This article addresses the uses that young people from middle sectors of Buenos Aires deploy in dating applications. At the methodological level, an exploratory investigation was carried out, which consisted of the thematic analysis of a thousand profiles and 20 structured interviews with young users of Tinder, Happn and OkCupid. Among the results, 3 emerging trends stand out. In the first place, the “gamification”, which refers to the playful and competitive experience, similar to that of the videogame, which implies the online sex search, in the sense of unraveling strategies and displaying skills to obtain a higher score (likes, matches). Second, the “surface consumption”, which refers to a way of relating to profiles as objects of consumption, which implies not only voyeurism but a constant selection of candidates. Finally, the “daily management of networks and applications” that implies a demanding performance on one’s identity in order to excel in the digital ecosystem.