League of Legends

O patrocínio no League of Legends

Marketing / Video Games / Digital Games / E-sports / Sponsorship / Esports / League of Legends / Eletronic Sports / Esports / League of Legends / Eletronic Sports

Consumo e Fandom em Jogos: Um Estudo de Caso Sobre League of Legends

Game studies / Video Games / Consumerism / Fan Studies / Multiplayer Online Games / Fandom / Computer Games / Games / Video Game Studies / Games Studies / Consumo / Jogos / Jogos Digitais / Multiplayer / Teoria dos Jogos / Esports / Game Studies / Fandom Studies / Estudo De Caso / Consumerism Practices / League of Legends / Práticas De Consumo / Moba / Fandom / Computer Games / Games / Video Game Studies / Games Studies / Consumo / Jogos / Jogos Digitais / Multiplayer / Teoria dos Jogos / Esports / Game Studies / Fandom Studies / Estudo De Caso / Consumerism Practices / League of Legends / Práticas De Consumo / Moba

A discussão e a produção de conhecimento matemático no âmbito cultural que envolve o jogo League of Legends

Mathematics / Cibercultura / Matematica / Modelling in Mathematics / Educação / Modelagem Matemática / Realidade / Educação Matematica / League of Legends / Modelagem Matemática / Realidade / Educação Matematica / League of Legends

A Arena Espetáculo: quando as fronteiras de jogo e trabalho se rompem

Communication / Actor Network Theory / Consumption Studies / Digital Games / Cibercultura / Actor-Network Theory / Games Studies / Consumo / Jogos Digitais / Teoria Ator-Rede / Consumo Cultural / Consumption Culture / Society of the Spectacle / League of Legends / Esportes Eletrônicos / Massively Online Battle Arena (moba) / Espetáculo Midiático / Actor-Network Theory / Games Studies / Consumo / Jogos Digitais / Teoria Ator-Rede / Consumo Cultural / Consumption Culture / Society of the Spectacle / League of Legends / Esportes Eletrônicos / Massively Online Battle Arena (moba) / Espetáculo Midiático

Dos rios à tela de cristal líquido: o retorno do mito e a arquitetura da cultura convergente em League of Legends // From the rivers to the LCD: The return of the myth and the architecture of convergence culture in League of Legends

Cultural Studies / Participatory Research / Consumption / Participatory Culture / Consumption Studies / Multiplayer Online Games / Amazonia / Transmedial Storytelling / Virtual Worlds / Cybercultures / Online Gaming / Cibercultura / Games / Consumo / Jogos Digitais / League of Legends / Multiplayer Online Games / Amazonia / Transmedial Storytelling / Virtual Worlds / Cybercultures / Online Gaming / Cibercultura / Games / Consumo / Jogos Digitais / League of Legends

Dos rios ao cristal líquido: uma análise da skin Nami Iara em League of Legends

Game Theory / Game studies / Multiplayer Online Games / Digital Games / Convergence / Virtual Worlds / Media Convergence / Cybercultures / Transmedia Storytelling / Cibercultura / Games / League of Legends / Virtual Worlds / Media Convergence / Cybercultures / Transmedia Storytelling / Cibercultura / Games / League of Legends

ALIENÍGENAS, MONSTROS E GUETOS: REFLEXÕES SOBRE A MATEMÁTICA UTILIZADA EM LEAGUE OF LEGENDS

Mathematics / Education / Mathematics Education / Monster Pedagogy / Mathematical Modelling / Henry Giroux / Modelagem Matemática / League of Legends / Modernidade Líquida / Henry Giroux / Modelagem Matemática / League of Legends / Modernidade Líquida

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

[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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