Memory switch with use of remarketing® back to the consumption of games of consoles
International Journal of Development Research
Memory switch with use of remarketing® back to the consumption of games of consoles
Received 12th May, 2018; Received in revised form 19th June, 2018; Accepted 21st July, 2018; Published online 30th August, 2018
Copyright © 2018, Francisco Nivaldo Monteiro Cardoso and Maria Salete de Souza Nery. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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.