2025-12-192025-12-192024-05-09MOTTA, Caio Gabriel da Silva. O consumidor e o mercado gamer: a identificação do consumidor gamer. Orientador: Dennis Verbicaro Soares. 2024. 107 f. Dissertação (Mestrado em Direito) - Instituto de Ciências Jurídicas, Universidade Federal do Pará, Belém,2024. Disponível em:https://repositorio.ufpa.br/handle/2011/17802 . Acesso em:.https://repositorio.ufpa.br/handle/2011/17802This dissertation starts from the problem of the possibility and necessity of a definition of gamer consumer. To this end, we sought to identify a paradigm of digital games and the fundamental elements of this relationship, as well as identify the exclusive obstacles to this specific relationship that could be presented and possibly combated. This time, the research found four constituent elements of the paradigm: the gamer consumer; game consumption providers; digital gaming goods and services, characterized as direct, indirect and peripheral; and elements external to the contract, in the form of influencers. The research hypothesis was the existence of a paradigm and a definition of new consumers that could be created to strengthen their defense, which was found. After this, we sought to understand the problems and abuses exclusive to the relationship between the consumption of digital games, making it possible to identify them in order to prevent their practice. However, the topic is still in its infancy in academia and needs further exploration in future research. With the aim of identifying the consumer good of the gamer market, and of the consumer himself, the present work used the hypothetical-deductive method, using international and transdisciplinary bibliography, with the aim of achieving the complexity that the problem presents in current relationships. in digital environments. In addition, it was based on empirical research carried out by a recognized entity in the gaming market, Pesquisa Game Brasil, in its 10th edition (referring to the year 2023). Finally, it was possible to characterize the consumption paradigm sought, making it possible to define its elements and obstacles.Acesso AbertoAttribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/Consumidor gamerJogos digitaisParadigmaConsumo digitalConsumidorGamer consumerDigital gamesParadigmDigital consumptionO consumidor e o mercado gamer: a identificação do consumidor gamerDissertaçãoCNPQ::CIENCIAS SOCIAIS APLICADAS::DIREITODIREITOS HUMANOS