O consumo de jogos eletrônicos como um fenômeno social, cultural e histórico

Autores

  • Karin Borges Senra Universidade Estadual de Maringá
  • Francisco Giovanni David Vieira Universidade Estadual de Maringá

DOI:

https://doi.org/10.11606/issn.1984-5057.v14i2e198043

Palavras-chave:

Jogos eletrônicos, Consumo, História, Cultura, Construção social

Resumo

Ao longo do tempo, o consumo de jogos eletrônicos ganhou destaque mundial por sua capacidade de movimentação do mercado e da economia. No entanto, a literatura ainda apresenta contradições na compreensão desse fenômeno, uma vez que existem diferentes perspectivas sobre o conceito, o escopo e os benefícios dos jogos eletrônicos. Diante disso, consideramos que esse fenômeno deve ser compreendido como uma construção social, envolvendo indivíduos, relações e significados. Dessa maneira, o objetivo deste trabalho é apresentar uma revisão teórica envolvendo a história e a definição dos jogos eletrônicos, compreendendo este fenômeno de consumo como cultural, social e histórico.

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Biografia do Autor

Karin Borges Senra, Universidade Estadual de Maringá

Doutora em Administração pela Universidade Estadual de Maringá. Ocupa o cargo de professora colaboradora no Departamento de Administração na Universidade Estadual de Maringá.

Francisco Giovanni David Vieira, Universidade Estadual de Maringá

Doutor em Ciências Sociais pela Pontifícia Universidade Católica de São Paulo. Ocupa o cargo de professor associado do Departamento de Administração e do Programa de Pós-Graduação em Administração da Universidade Estadual de Maringá.

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Publicado

2022-12-27

Como Citar

SENRA, K. B.; VIEIRA, F. G. D. O consumo de jogos eletrônicos como um fenômeno social, cultural e histórico. Signos do Consumo, [S. l.], v. 14, n. 2, p. e198043, 2022. DOI: 10.11606/issn.1984-5057.v14i2e198043. Disponível em: https://www.revistas.usp.br/signosdoconsumo/article/view/198043. Acesso em: 1 out. 2023.