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Metadados | Descrição | Idioma |
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Autor(es): dc.contributor.author | RIBEIRO, THAYS ZIGANTE FURLAN | - |
Autor(es): dc.contributor.author | SCOPEL, LUCAS | - |
Autor(es): dc.contributor.author | CAMPOS, RENAN LISBOA | - |
Data de aceite: dc.date.accessioned | 2023-11-30T03:07:46Z | - |
Data de disponibilização: dc.date.available | 2023-11-30T03:07:46Z | - |
Data de envio: dc.date.issued | 2023-11-27 | - |
Fonte: dc.identifier.uri | http://educapes.capes.gov.br/handle/capes/740071 | - |
Resumo: dc.description.abstract | This article presents a brief discussion about the context of video games in contemporary society. This scenario takes place in an increasingly globalized and modern world of technology, as not only physical products began to be sold through all materialized networks, but also digital products. It is worth noting that video games are an important factor in the world economy, while more than half of all profits in the entertainment industry today come from the video games sector. Furthermore, from a phenomenological perspective, video games can represent the culture of both the place of origin in which the game was developed, and the place where it was set, functioning as vehicles of social particularities. In general, the player can “virtually” experience different geographic spaces without knowing them physically. To prepare this article, a methodology based on bibliographical research was used, which made use of several scientific articles and reports. The article ends by highlighting the idea that due to the strong influence of electronic games on society and the economy, it is necessary to carry out studies like these to better understand the new generations and dynamics of a globalized world. It also considers that the concentration of income presented by each country in the world economic system is directly linked to its profit role in this economic sector. | pt_BR |
Idioma: dc.language.iso | en | pt_BR |
Palavras-chave: dc.subject | video games | pt_BR |
Título: dc.title | GLOBALIZATION IN THE WORLD OF VIDEO GAMES (Atena Editora) | pt_BR |
Tipo de arquivo: dc.type | livro digital | pt_BR |
Aparece nas coleções: | Livros digitais |
Arquivos associados: | ||||
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globalizacao-no-mundo-dos-videogames.pdf | 94,39 kB | Adobe PDF | /bitstream/capes/740071/1/globalizacao-no-mundo-dos-videogames.pdfDownload |
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