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When play becomes a serious matter: myths and (un)truths about relationships between digital games, culture and consumption

Abstract

This essay discusses about relationship between digital games, culture and consumption, adressing the major ambiguities and contradictions in the movement of popularization of video games. To achieve this goal, addition to dialogue with the literature, were alluded to statistical surveys that have information pertaining to industries of the branch and players (profile). Inferred that this diffusion is subsidized by ambivalent cultural practices, which hang between the illegality and the fight against inequality of access to this and other cultural goods.

KEYWORDS
Digital games; Culture; Consumption; Players

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