Consumer culture and electronic games:
A bibliometric survey
DOI:
https://doi.org/10.51359/1679-1827.2024.260578Keywords:
consumer culture, electronic games, bibliometrics, bibliometrixAbstract
Purpose: Carry out a bibliometric mapping of scientific productions about consumer culture in electronic games.
Design/methodology/approach: A schematization was carried out using bibliometric techniques and the Lotka, Zipf and Brandford Laws, resulting in 407 documents published in the period from 2002 to 2022. The data was imported as a BibTeX file and was subsequently downloaded and executed in the Bibliometrix package of the R statistical software.
Research, Practical & Social implications: Presentation of a scientific survey of the mapping of publications on consumer behavior, fundamental for understanding the public regarding the consumption of articles in electronic games and a detail of themes that make up the segment of consumer culture directed to electronic games, highlighting opportunities that can further strengthen and improve the field.
Originality/value: The study suggests that the fields focused on social networks, immersive technologies, shopping, sports and human-machine interaction, represent a range of research to be carried out to understand a consumer who uses electronic games in the most diverse ways and objectives.
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