Publication:
Eventos en la industria de los videojuegos: estudio del caso Fortnite

dc.contributor.authorFernández Rincón, Antonio Raúl
dc.contributor.authorHellín Ortuño, Pedro Antonio
dc.contributor.authorCastillo Esparcia, Antonio
dc.contributor.departmentComunicación
dc.coverage.spatialGlobales
dc.coverage.temporalSiglo XX, XXIes
dc.date.accessioned2024-10-28T11:39:22Z
dc.date.available2024-10-28T11:39:22Z
dc.date.issued2021-11-30
dc.description© Universidad del País Vasco This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/. This document is the Published version of a Published Work that appeared in final form in Zer. Revista de Estudios de Comunicación. To access the final edited and published work see https://doi.org/10.1387/zer.23062
dc.description.abstractLos videojuegos constituyen hoy una de las industrias creativas y culturales más relevantes. Los desarrolladores producen estrategias de comunicación transmediaatendiendo al perfil joven de sus públicos. En Fortnitese genera un programa continuo de eventos digitales y presenciales que incorporan referentes culturales y de actualidad. Los públicos interaccionan socialmente desde la perspectiva informativa, opinativa y narrativa. El objetivo es mantener el interés y la expectación hacia el videojuego, estableciendo relaciones de adaptación e integración entre la organización y sus públicos. La estrategia transmedia es uno de los ejes principales para establecer vínculos recíprocos entre comunidades virtuales y empresas.es
dc.description.abstractVideogames nowadays constitute one of the most relevant creative and cultural industries. The developers produce transmedia communication strategies so that their audiences interact socially from the informational, opinion and narrative perspective. The goal is to maintain interest and expectation towards the videogame, building relationships of adaptation and integration between the organization and its audiences. In this article we study the characteristics of Fort nite, the promotional dynamics that are generated and the media used. We are witnessing a clear example of transmedia branding where the players co-participate, co-create, appropriate and recirculate information and experiences, establishing a common narrative, in an emotional way, that integrates all these communication channels, forming an interaction and experience around the videogame.
dc.formatapplication/pdfes
dc.format.extent19es
dc.identifier.citationZer, 2021, 26(51) 35-53
dc.identifier.doihttps://doi.org/10.1387/zer.23062
dc.identifier.issnPapel: 1137-1102
dc.identifier.issnElectrónico: 1989-631X
dc.identifier.urihttp://hdl.handle.net/10201/145790
dc.languagespaes
dc.relationSin financiación externa a la Universidades
dc.relation.publisherversionhttps://ojs.ehu.eus/index.php/Zer/article/view/23062
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectTransmediaes
dc.subjectVideojuegos
dc.subjectFortnite
dc.subjectComunicación
dc.subjectRelaciones públicas
dc.subjectEventos
dc.subjectTransmedia
dc.subjectVideogames
dc.subjectCommunication
dc.subjectPublic relations
dc.subjectEvents
dc.titleEventos en la industria de los videojuegos: estudio del caso Fortnitees
dc.title.alternativeThe use of the events in the videogame industry: the Fortnite case
dc.typeinfo:eu-repo/semantics/articlees
dspace.entity.typePublicationes
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