Convergence in Digital Games: A Case Study of League of Legends Cover Image

Convergence in Digital Games: A Case Study of League of Legends
Convergence in Digital Games: A Case Study of League of Legends

Author(s): Lucia Škripcová
Subject(s): Social Sciences, Media studies, Communication studies, Sociology, Theory of Communication
Published by: Univerzita sv. Cyrila a Metoda v Trnave, Fakulta masmediálnej komunikácie
Keywords: audience; convergence of digital games; cross-media; digital games; League of Legends; media convergence;

Summary/Abstract: The study deals with content media convergence, i.e. the fragmentation of media into different forms and formats in order to reach new audiences. The main thesis is that this form of convergence, which has been observable in the media segment over the last decades, has in recent years started to be deliberately and purposefully implemented in the digital games segment as well, and game studios are trying to reach audiences that are not players of the original game from which the media content converged through the creation of media content. However, not in order to attract them to play the game, which could be considered a classic marketing strategy, but in order to create a narrative and intermedia universe from which each converged part can have a separate audience, for which it is not necessary to know the whole universe. The study proves this through a case study of the game League of Legends by the game studio Riot Games and on the contents that converged from the game, through a discursive content analysis in the categories of gaming segment, audio-visual contents, music, social networks and other contents. The study concludes that the analysis supports the thesis that League of Legends converges and is able to fully reach non-gamer audiences.

  • Issue Year: 5/2022
  • Issue No: 2
  • Page Range: 86-103
  • Page Count: 18
  • Language: English