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

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: 18 abr. 2024.