Citas bibligráficas
Gomez, J., (2022). Estrategias comunicativas en videojuegos y sus efectos: análisis en el jugador de League of legends [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/660751
Gomez, J., Estrategias comunicativas en videojuegos y sus efectos: análisis en el jugador de League of legends [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/660751
@misc{renati/400234,
title = "Estrategias comunicativas en videojuegos y sus efectos: análisis en el jugador de League of legends",
author = "Gomez Pedraz, Joaquin Mateo",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
As a result of the confinement caused by the pandemic that appeared with COVID-19, the gaming industry has suffered a considerable increase in activity and number of players. The confinement motivated many people to find new ways to de-stress, distract themselves and seek new forms of entertainment in a difficult context. MOBA-type games, which already had significant popularity before the pandemic, grew in audience and users. League of Legends, which is a video game that has a large fan base in regions such as Asia, Europe and/or Latin America, is an example of this, since it has been amassing success since its release in 2009. This is because its North American development company, Riot Games, saw the situation and made the most of it by applying different communication strategies that serve to keep older players happy and attract inexperienced users to their world.
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