<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0188-252X</journal-id>
<journal-title><![CDATA[Comunicación y sociedad]]></journal-title>
<abbrev-journal-title><![CDATA[Comun. soc]]></abbrev-journal-title>
<issn>0188-252X</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Guadalajara, Departamento de Estudios de la Comunicación Social]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0188-252X2023000100417</article-id>
<article-id pub-id-type="doi">10.32870/cys.v2023.8455</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[La reinvención del videojuego y nuevas formas de consumo en tiempos de confinamiento. Caso Fortnite]]></article-title>
<article-title xml:lang="pt"><![CDATA[A reinvenção do videogame e novas formas de consumo em tempos de confinamento. Caso Fortnite]]></article-title>
<article-title xml:lang="en"><![CDATA[The reinvention of video games and new forms of consumption in times of lockdown. The case of Fortnite]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Soto de la Cruz]]></surname>
<given-names><![CDATA[Jenniffer]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Cortés Gómez]]></surname>
<given-names><![CDATA[Sara]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Lacasa]]></surname>
<given-names><![CDATA[Pilar]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Alcalá  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad de Alcalá  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad de Alcalá  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<volume>20</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S0188-252X2023000100417&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S0188-252X2023000100417&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S0188-252X2023000100417&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen El propósito de este artículo es analizar cómo la industria del videojuego ha reinventado la manera de consumir contenido de entretenimiento en tiempos de confinamiento; en concreto, estudiamos el caso de Fortnite. El enfoque metodológico es de tipo cualitativo, apoyado en el análisis de contenido y el análisis del discurso de artículos y noticias procedentes de medios digitales españoles. Los resultados revelan tres factores que han propiciado la innovación en la industria: desarrollo de contenido novedoso, celebración de eventos in-game y valor agregado en la experiencia de los jugadores.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo O objetivo deste artigo é analisar como a indústria de videogames reinventou a forma de consumir conteúdo de entretenimento em tempos de confinamento; Especificamente, estudamos o caso do Fortnite. A abordagem metodológica é qualitativa, apoiada pela análise de conteúdo e análise do discurso de artigos e notícias da mídia digital espanhola. Os resultados revelam três fatores que têm fomentado a inovação na indústria: desenvolvimento de novos conteúdos, realização de eventos in-game e valor agregado na experiência do jogador.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of new content, in-game events, and added value in the players&#8217; experience.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Videojuegos]]></kwd>
<kwd lng="es"><![CDATA[Covid-19]]></kwd>
<kwd lng="es"><![CDATA[consumo]]></kwd>
<kwd lng="es"><![CDATA[entretenimiento]]></kwd>
<kwd lng="es"><![CDATA[medios digitales]]></kwd>
<kwd lng="pt"><![CDATA[Videogames]]></kwd>
<kwd lng="pt"><![CDATA[covid-19]]></kwd>
<kwd lng="pt"><![CDATA[consumo]]></kwd>
<kwd lng="pt"><![CDATA[entretenimiento]]></kwd>
<kwd lng="pt"><![CDATA[mídia digital]]></kwd>
<kwd lng="en"><![CDATA[Video games]]></kwd>
<kwd lng="en"><![CDATA[Covid-19]]></kwd>
<kwd lng="en"><![CDATA[consumption]]></kwd>
<kwd lng="en"><![CDATA[entertainment]]></kwd>
<kwd lng="en"><![CDATA[digital media]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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