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Transnational Audiences of Harry Potter : Magic Awakened (2021) - A case study on the online engagement of digital games in everyday life

Qi, Meiyi LU (2022) MKVM13 20221
Media and Communication Studies
Department of Communication and Media
Abstract
Mobile video games play an important role in people's everyday lives in the digital age. This thesis investigates how transmedial digital games are embedded in audiences' daily practices and the dynamic transnational engagement of the transnational audiences in everyday life through a case study on a mobile video game: Harry Potter Magic Awakened (2021). A mix-methods approach, including autoethnography, media diaries from participants, and semi-structured interviews, is utilized to frame analysis. There are three key findings of this study. The first finding is about the cross-cultural relationships between the transmedia storytelling and the game mechanics of digital media to attract players to its playworld. HPMA does not simply... (More)
Mobile video games play an important role in people's everyday lives in the digital age. This thesis investigates how transmedial digital games are embedded in audiences' daily practices and the dynamic transnational engagement of the transnational audiences in everyday life through a case study on a mobile video game: Harry Potter Magic Awakened (2021). A mix-methods approach, including autoethnography, media diaries from participants, and semi-structured interviews, is utilized to frame analysis. There are three key findings of this study. The first finding is about the cross-cultural relationships between the transmedia storytelling and the game mechanics of digital media to attract players to its playworld. HPMA does not simply replicate its original series through the transmedia franchise but integrates its main storylines and auditory and visual aesthetics, with players as the protagonists of the gameworld to bring a sense of immersion. The second finding presents two tendencies of being a stroke of narcissistic when players engage with digital games, which are the pursuit of style and power, which sometimes are overlapped with each other in a dynamite process. The third finding concerns the online engagement of transnational audiences in their everyday life. During the pandemic, work/study from home gives players more space and time to engage with digital games. Through repetitive practices, playing digital games has integrated into people's daily routines embedded in everyday life. It is also a dynamic process, switching from positive and negative to dis-engagement influenced by several factors such as playability, sociability, adaptability, self-regulation, and political factors. (Less)
Please use this url to cite or link to this publication:
author
Qi, Meiyi LU
supervisor
organization
course
MKVM13 20221
year
type
H2 - Master's Degree (Two Years)
subject
keywords
transmedia, digital game, transnational audience, online engagement, Harry Potter: Magic Awakened, everyday life
language
English
id
9079461
date added to LUP
2022-06-07 10:55:27
date last changed
2022-06-07 10:55:27
@misc{9079461,
  abstract     = {{Mobile video games play an important role in people's everyday lives in the digital age. This thesis investigates how transmedial digital games are embedded in audiences' daily practices and the dynamic transnational engagement of the transnational audiences in everyday life through a case study on a mobile video game: Harry Potter Magic Awakened (2021). A mix-methods approach, including autoethnography, media diaries from participants, and semi-structured interviews, is utilized to frame analysis. There are three key findings of this study. The first finding is about the cross-cultural relationships between the transmedia storytelling and the game mechanics of digital media to attract players to its playworld. HPMA does not simply replicate its original series through the transmedia franchise but integrates its main storylines and auditory and visual aesthetics, with players as the protagonists of the gameworld to bring a sense of immersion. The second finding presents two tendencies of being a stroke of narcissistic when players engage with digital games, which are the pursuit of style and power, which sometimes are overlapped with each other in a dynamite process. The third finding concerns the online engagement of transnational audiences in their everyday life. During the pandemic, work/study from home gives players more space and time to engage with digital games. Through repetitive practices, playing digital games has integrated into people's daily routines embedded in everyday life. It is also a dynamic process, switching from positive and negative to dis-engagement influenced by several factors such as playability, sociability, adaptability, self-regulation, and political factors.}},
  author       = {{Qi, Meiyi}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{Transnational Audiences of Harry Potter : Magic Awakened (2021) - A case study on the online engagement of digital games in everyday life}},
  year         = {{2022}},
}