Digital Culture, Cyberculture, New Media Studies

Dos Teclados às Arenas: o Consumo do Ciberesporte como Espetáculo Contemporâneo

Game Theory / Communication / Game studies / Image Processing / Digital Media / Medical Image Processing / Guy Debord / Video Games / Spectacle / Consumption Studies / Cyberculture / Digital Games / Georg Simmel / Cybercultures / Digital Image Processing / Comunicação / Cibercultura / Games / IMAGEM / Comunicação Social / Gamers / Consumo / Jogos Digitais / Ciências da Comunicação / Digital Culture, Cyberculture, New Media Studies / Consumption Culture / Society of the Spectacle / League of Legends / Cyberculture Studies / Medical Image Processing / Guy Debord / Video Games / Spectacle / Consumption Studies / Cyberculture / Digital Games / Georg Simmel / Cybercultures / Digital Image Processing / Comunicação / Cibercultura / Games / IMAGEM / Comunicação Social / Gamers / Consumo / Jogos Digitais / Ciências da Comunicação / Digital Culture, Cyberculture, New Media Studies / Consumption Culture / Society of the Spectacle / League of Legends / Cyberculture Studies

“Não vou deixar usarem a minha cultura”! O papel da cultura no ativismo de fã-gamers em League of Legends

Game Theory / Communication / Game studies / Intercultural Communication / Science Communication / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality

[Best Event Paper Award and Best Paper Award - Culture Track - SBGames 2016] A rede de negociações na arquitetura da cultura participativa de League of Legends // The network of negotiations at the architecture of participatory culture in League of Legends

Game Theory / Communication / Game studies / Media Studies / New Media / Media and Cultural Studies / Political Participation / Science Communication / Popular Culture / Digital Media / Community Engagement & Participation / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Resistance (Social) / Media Activism / Participation / Social Activism / Social Media / Video Game Theory / Cyberculture / Media / Fan Cultures / Digital Games / Convergence / Fandom / Online Fandom / Fan Theory and Culture / Community Participation / Media Convergence / Cybercultures / Youth Political Participation / Cultural power and resistance / Digital Theory and Culture / Activism / New Media Studies / Community-Based Participatory Research / Youth activism / Cibercultura / Games / Convergence Culture / Paratexts / New Media and Digital Culture / Mídias Digitais / Fanzines / Digital Activism / Citizen participation / Cultura Popular / Resistance / New Media and Political Activism / Online activism / Cultural Activism / Fanfiction / Fan Communities / Protest and resistance / Gamers / Digital Cultures / Cultura da Convergência / New Media and Political Communication / Online Fandom Culture / Activismo / Digital Culture, Cyberculture, New Media Studies / Community participation and engagement / Games and Culture / Mídia / Culturas Populares / Communications and New Media / Fandom Studies / League of Legends / Jenkins Henry / Cyberculture Studies / Cultures of Participation / Media and Cultural Studies / Political Participation / Science Communication / Popular Culture / Digital Media / Community Engagement & Participation / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Resistance (Social) / Media Activism / Participation / Social Activism / Social Media / Video Game Theory / Cyberculture / Media / Fan Cultures / Digital Games / Convergence / Fandom / Online Fandom / Fan Theory and Culture / Community Participation / Media Convergence / Cybercultures / Youth Political Participation / Cultural power and resistance / Digital Theory and Culture / Activism / New Media Studies / Community-Based Participatory Research / Youth activism / Cibercultura / Games / Convergence Culture / Paratexts / New Media and Digital Culture / Mídias Digitais / Fanzines / Digital Activism / Citizen participation / Cultura Popular / Resistance / New Media and Political Activism / Online activism / Cultural Activism / Fanfiction / Fan Communities / Protest and resistance / Gamers / Digital Cultures / Cultura da Convergência / New Media and Political Communication / Online Fandom Culture / Activismo / Digital Culture, Cyberculture, New Media Studies / Community participation and engagement / Games and Culture / Mídia / Culturas Populares / Communications and New Media / Fandom Studies / League of Legends / Jenkins Henry / Cyberculture Studies / Cultures of Participation

Mais do que apenas dedos rápidos: narrativas e experiências de performances em League of Legends

High Performance Computing / Mechanics / Game Theory / Game studies / Performance Studies / Popular Culture / Digital Media / Game Design / Video Games and Learning / Computer Games Technology / Entertainment Computing / Video Games / Video Game Design / Video Game Development and Production / Gameplay (Video Game Design) / Digital Culture / Entertainment Theory / Multiplayer Online Games / Decision And Game Theory / Digital Media & Learning / Pop Culture / Performance / Video Game / Video Game Theory / Cyberculture / Sports Performance / Digital Games / Entertainment / Cybercultures / Videogames / Games / Etnography / Gameplay Experience / Media and Entertainment / Etnografía / Video game addiction / Entertainment Industry / Gamers / Jogos Digitais / Etnografia / High performance / Digital Culture, Cyberculture, New Media Studies / Media and Entertainment Management / League of Legends / Cyberculture Studies / Metagame / Popular Culture / Digital Media / Game Design / Video Games and Learning / Computer Games Technology / Entertainment Computing / Video Games / Video Game Design / Video Game Development and Production / Gameplay (Video Game Design) / Digital Culture / Entertainment Theory / Multiplayer Online Games / Decision And Game Theory / Digital Media & Learning / Pop Culture / Performance / Video Game / Video Game Theory / Cyberculture / Sports Performance / Digital Games / Entertainment / Cybercultures / Videogames / Games / Etnography / Gameplay Experience / Media and Entertainment / Etnografía / Video game addiction / Entertainment Industry / Gamers / Jogos Digitais / Etnografia / High performance / Digital Culture, Cyberculture, New Media Studies / Media and Entertainment Management / League of Legends / Cyberculture Studies / Metagame
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