The consumption of electronic games as a social, cultural and historical phenomenon
DOI:
https://doi.org/10.11606/issn.1984-5057.v14i2e198043Keywords:
Electronic games, Consumption, History, Culture, Social constructionAbstract
Over time, the consumption of electronic games has gained worldwide prominence for its ability to move the market and the economy. However, the literature still presents contradictions in understanding this phenomenon, since there are different perspectives on the concept, scope, and benefits of electronic games. Therefore, we believe that this phenomenon should be understood as a social construction, involving individuals, relationships, and meanings. Thus, the aim of this paper is to present a theoretical review involving the history and the definition of electronic games, understanding this consumption phenomenon as cultural, social, and historical.
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