Abstract
The problem is in the preference of the young consumer in relation to the consumption of electronic games, focusing on the digital market and its characteristics to the most accurate analysis, evidencing the characteristics of the stores available in Brazil (price, payment methods, variety of games and support). Demonstrating to companies the most important points in the acquisition of the product, as well as the impact of the technological evolution in this market and the impact on the economy of the country. The exploratory method with graphic construction was used. It presents non-probabilistic samples in an intentional way. The survey relies on primary data collected from internet users who have completed high school. As a result the possibility that access to the game will be lifelong remains constant, regardless of how much the consumer will spend on the acquisition. It can be concluded that the perception of acquiring something virtual still does not match the physical acquisition of it. (English) [ABSTRACT FROM AUTHOR]
Cite
CITATION STYLE
Rosa, R. de O., Cid, T. P. D., Rolão, K. P., & Lucci, P. A. A. de B. S. (2018). Análise do perfil de consumo entre estudantes de ensino superior: comportamento do jovem consumidor de jogos. Revista de Tecnologia Aplicada, 7(2), 57–70. https://doi.org/10.21714/2237-3713rta2018v7n2p57
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