Communicative purpose of the gameplay genre: Online chat interactions at a Blox Fruits event
This article aims to analyze the gameplay genre, focusing on its communicative purpose, based on the theories of Swales (1990), Bhatia (1997) and Bakhtin (1992). Using the tools of ethnography for research in the digital ecosystem, the methodological path used is characterized as netnographic. As a...
| Autores: | , |
|---|---|
| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2024 |
| País: | Brasil |
| Institución: | Universidade Federal de Santa Catarina (UFSC) |
| Repositorio: | Texto digital |
| Idioma: | portugués |
| OAI Identifier: | oai:periodicos.ufsc.br:article/99680 |
| Acceso en línea: | https://periodicos.ufsc.br/index.php/textodigital/article/view/99680 |
| Access Level: | acceso abierto |
| Palabra clave: | Análise de gênero Ecossistema digital Gameplay Propósito comunicativo Genre analysis Digital ecosystem Communicative purpose |
| Sumario: | This article aims to analyze the gameplay genre, focusing on its communicative purpose, based on the theories of Swales (1990), Bhatia (1997) and Bakhtin (1992). Using the tools of ethnography for research in the digital ecosystem, the methodological path used is characterized as netnographic. As a method, netnography allows for an in-depth exploration of online interactions, enriching the understanding of the gameplay genre in the specific context of the game mentioned. As a corpus of analysis, the study focuses on lives related to the game "Blox Fruits" and their interactions in chat. The research showed that both the presumed interlocutor and the empirical interlocutor are important for the construction and maintenance of the gameplay. It is believed that this investigative work can contribute to the understanding of the gameplay genre and to research whose objects of study are part of the digital ecosystem. |
|---|