The consumption of electronic games as a social, cultural and historical phenomenon

Authors

  • 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

Keywords:

Electronic games, Consumption, History, Culture, Social construction

Abstract

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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Author Biographies

  • 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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Published

2022-12-27

How to Cite

The consumption of electronic games as a social, cultural and historical phenomenon. Signos do Consumo, [S. l.], v. 14, n. 2, p. e198043, 2022. DOI: 10.11606/issn.1984-5057.v14i2e198043. Disponível em: https://www.periodicos.usp.br/signosdoconsumo/article/view/198043.. Acesso em: 18 may. 2024.