Watch Me Play: A Reflection on the Impact of the Covid-19 Pandemic on Content Consumption and Production On Live Streaming Platforms
DOI:
https://doi.org/10.58050/comunicando.v9i1.63Keywords:
Gameculture, Cyberculture, TICs, coronavirusAbstract
Motivated by the reflection that emerges apace the overwhelming pandemic of the COVID-19 virus and the actions suggested by the World Health Organization to control its spread, this case study focuses on the behavior of consumers of video games during the mentioned outbreak. Anchored in similar and/or competing texts, it was possible to understand that the habits of this particular group, within the framework in analysis, can contribute to a better understanding of the possibilities and potentials that the available resources of live streaming have to other segments of the entertainment industry; once that these, conditioned by the scenario have opted to for the use of thereof for the maintenance of their biological flows. In conclusion, although this paradigm is already well-defined, we believe that the narrative in question safeguard, once more, the pervasive position of the media in these times.
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