Un acercamiento a los juegos online a través de una etnografía virtual en Instagram
; Rodolfo, Noelia Otros responsables
Fecha
01/2025
Editorial
Universidad Autónoma de Yucatán. Facultad de Ciencias Antropológicas
Revista
Antrópica
Título del libro
Nombre del evento
Fecha del evento
Institución organizadora
ISSN
2448-5241
eISSN
ISBN
Idioma
Español
Tipo del evento
Clasificación temática
Palabras clave
Resumen
Las plataformas de juegos online han adquirido mayor popularidad durante los últimos años como una nueva modalidad de los juegos de azar offline. Actualmente, estas actividades se reconocen como un problema social y sanitario que incrementa la cantidad de jugadores patológicos en el mundo. Es tras el advenimiento de la pandemia Covid-19 y las medidas sociosanitarias implementadas, que la oferta se diversificó y amplió. Frente a esta situación, las Tecnologías de la Información y la Comunicación (TIC) y las redes sociales, entre ellas Instagram, se constituyeron en herramientas indispensables para ejecutar, promocionar y difundir este tipo de actividades lúdicas. Este trabajo tiene por objetivo indagar sobre las características y propiedades de los juegos online promovidos en la red social Instagram. Para ello, la metodología empleada fue de tipo cualitativa, con un diseño de investigación descriptivo-exploratorio. Así, se realizó una etnografía virtual que constó de tres momentos: observación participante, observa-ción no participante y entrevistas semiestructuradas a cajeros y usuarios. Los principales resultados dan cuenta de que los juegos online son percibidos por los usuarios como una actividad ocasional o regular, con fines a entretenerse e incluso obtener un rédito económico; sin embargo, reconocen que su uso puede tornarse un gasto excesivo.
Online gaming platforms have gained greater popularity in recent years as a new form of offline gambling. Currently, these activities are recognized as a social and health problem that increases the number of pathological gamblers in the world. It is after the advent of the Covid-19 pandemic and the social and health measures implemented that the offer diversifies and expands. Faced with this situation, Information and Communication Technologies (ICT) and social networks, including Instagram, became essential tools to execute, promote and disseminate this type of recreational activities. This work aims to investigate the characteristics and properties of online games promoted on the social network Instagram. For this, the methodology used was qualitative, with a descriptive-exploratory research design. Thus, a virtual ethnography was carried out that consisted of three moments: participant observation, non-participant observation and semi-structured interviews with cashiers and users. The main results show that online games are perceived by users as an occasional or regular activity, for the purpose of entertainment and even obtaining financial returns; however, they recognize that its use can become an excessive expense.
Online gaming platforms have gained greater popularity in recent years as a new form of offline gambling. Currently, these activities are recognized as a social and health problem that increases the number of pathological gamblers in the world. It is after the advent of the Covid-19 pandemic and the social and health measures implemented that the offer diversifies and expands. Faced with this situation, Information and Communication Technologies (ICT) and social networks, including Instagram, became essential tools to execute, promote and disseminate this type of recreational activities. This work aims to investigate the characteristics and properties of online games promoted on the social network Instagram. For this, the methodology used was qualitative, with a descriptive-exploratory research design. Thus, a virtual ethnography was carried out that consisted of three moments: participant observation, non-participant observation and semi-structured interviews with cashiers and users. The main results show that online games are perceived by users as an occasional or regular activity, for the purpose of entertainment and even obtaining financial returns; however, they recognize that its use can become an excessive expense.
Colecciones
Aprobación
Revisión
Complementado por
Referenciado por
Licencia Creative Commons
Excepto donde se indique lo contrario, la licencia de este ítem se describe como by-nc-sa
