SOUZA, C. D. A.; http://lattes.cnpq.br/0112168600945603; SOUZA, Carlos Daniel Alves de.
Resumo:
This study sought to carry out a bibliometric mapping of scientific productions about consumer culture in electronic games. For that, a bibliometric analysis of the publications indexed in Scopus was carried out over the last 20 years, operationalized with the help of the Biblioshiny software, from R. The main results showed that there was a latent growth in the field in the last five years, with the countries most productive are in the northern hemisphere, especially the United States and China. Finally, it was observed that the field of study is segmented into two theoretical fields segmented into consumer behavior studies and quantitative studies focused on the analysis of technology adoption.