Memory switch with use of remarketing® back to the consumption of games of consoles

International Journal of Development Research

Volume: 
08
Article ID: 
13992
8 pages
Research Article

Memory switch with use of remarketing® back to the consumption of games of consoles

Francisco Nivaldo Monteiro Cardoso and Maria Salete de Souza Nery

Abstract: 

We present here a synthesis of our research on the consumption of symbolic goods represented by the digital cultural market (MCD) process of digital games (HEINICH; SHAPIRO, 2013), provoked through the Memory Trigger with the use of Digital Marketing, focused on the follow-up ecosystem of console games, since it is the segment that in its production chain depends primarily on the retail market as a sales showcase. Our object of study is used by e-commerce, such as digital marketing, so it is the core of our discussion, involving consumer culture applied in the ecosystem of consoles, being also of our interest due to games are artificiated and design an affective memory in several social environments, since it is a household appliance or considered as a sociotechnical (FARIAS, 2015), since the games developed for these kits are symbolic goods of great importance for this market. Advertising is also part of this symbolic universe by offering narratives about the world and things and how to use them, guiding behaviors, thoughts, feelings, and values.

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