Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Repositório Digital Unicesumar |
Texto Completo: | http://rdu.unicesumar.edu.br/handle/123456789/7300 |
Resumo: | This essay is based on research and it is about the micro transactions of the electronic games for their consumers, the use of loot boxes as a main way to obtain profit, the practices of intrinsic services to the product purchased. By doing so, it is checked the practices developed by the companies and if these practices are abusive. In addition, a brief consideration will be given about gambling, and how the country understands this act. The national laws are analyzed regarding the subject, and the understanding of what are their applicability in this type of relationship between consumer and supplier. Given this, there is a discussion between the consumer practices in paid games, as well as in free games, focusing on how the consumer receives the products, what their freedoms and autonomy of the purchased item are. Moreover, the practices created by the company that can be considered abusive, hiding important and necessary information for the consumer to analyze the purchase in a proper manner, as it is of great importance, that the consumer can have all the necessary information so that there is no mistake. Then, there is an analysis of the act of cashing and how the company conditions the consumer to this kind of practice, so that the only way to fully enjoy the product is by purchasing the items, which are made available exclusively by the company. In addition to the right of regretting in exclusively digital products, inequality in the consumer relationship is widened when the product is not physical. |
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Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidorConsumidorLoot BoxeMicrotransaçãoCNPQ::CIENCIAS SOCIAIS APLICADAS::DIREITOThis essay is based on research and it is about the micro transactions of the electronic games for their consumers, the use of loot boxes as a main way to obtain profit, the practices of intrinsic services to the product purchased. By doing so, it is checked the practices developed by the companies and if these practices are abusive. In addition, a brief consideration will be given about gambling, and how the country understands this act. The national laws are analyzed regarding the subject, and the understanding of what are their applicability in this type of relationship between consumer and supplier. Given this, there is a discussion between the consumer practices in paid games, as well as in free games, focusing on how the consumer receives the products, what their freedoms and autonomy of the purchased item are. Moreover, the practices created by the company that can be considered abusive, hiding important and necessary information for the consumer to analyze the purchase in a proper manner, as it is of great importance, that the consumer can have all the necessary information so that there is no mistake. Then, there is an analysis of the act of cashing and how the company conditions the consumer to this kind of practice, so that the only way to fully enjoy the product is by purchasing the items, which are made available exclusively by the company. In addition to the right of regretting in exclusively digital products, inequality in the consumer relationship is widened when the product is not physical.O presente trabalho se pauta em pesquisas acerca das microtransações dos jogos eletrônicos perante os consumidores, o uso das lootboxes como forma principal de obtenção de lucro, as práticas de serviços intrínsecos ao produto adquirido assim como as práticas desenvolvidas pelas empresas e se essas práticas são abusivas. Além disso, será apresentada uma breve consideração acerca do jogo de azar, e como o país entende o ato. Serão analisadas as leis vigentes nacionais sobre o assunto e se buscará entender quais são suas aplicabilidades nesse tipo de relação entre consumidor e fornecedor. Diante disso, haverá a discussão entre as práticas consumeristas em jogos pagos, bem como em jogos gratuitos, tendo-se foco em como o consumidor recebe os produtos, quais são suas liberdades e autonomia do item adquirido. Ainda, serão analisadas as práticas criadas pela empresa que podem ser consideradas abusivas, escondendo informações importantes e necessárias para que o consumidor analise a compra de maneira sóbria, pois é de suma importância que este possa ter todas as informações necessárias para que não haja erro. Haverá a análise do ato da venda casada e como a empresa condiciona o consumidor a essa prática, de modo que a única forma de se conseguir usufruir do produto de maneira completa é adquirindo-se os itens que são disponibilizados exclusivamente pela empresa. Ademais se tratará do direito ao arrependimento em produtos exclusivamente digitais, pois se alarga a desigualdade na relação consumerista quando o produto não é físico.UNIVERSIDADE CESUMARBrasilUNICESUMARSILVA, Ricardo da Silveira eCASTRO, Igor Henrique Ferreira2021-02-08T18:34:38Z2021-02-082021-02-08T18:34:38Z2021-02-08info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfCASTRO, Igor Henrique Ferreira. Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor. 23f. 2020. Unicesumar - Universidade Cesumar: Maringá, 2020.Presencialhttp://rdu.unicesumar.edu.br/handle/123456789/7300porinfo:eu-repo/semantics/openAccessreponame:Repositório Digital Unicesumarinstname:Centro Universitário de Maringá (UNICESUMAR)instacron:UniCesumar2021-02-09T06:01:32ZRepositório InstitucionalPRI |
dc.title.none.fl_str_mv |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
title |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
spellingShingle |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor CASTRO, Igor Henrique Ferreira Consumidor Loot Boxe Microtransação CNPQ::CIENCIAS SOCIAIS APLICADAS::DIREITO |
title_short |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
title_full |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
title_fullStr |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
title_full_unstemmed |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
title_sort |
Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor |
author |
CASTRO, Igor Henrique Ferreira |
author_facet |
CASTRO, Igor Henrique Ferreira |
author_role |
author |
dc.contributor.none.fl_str_mv |
SILVA, Ricardo da Silveira e |
dc.contributor.author.fl_str_mv |
CASTRO, Igor Henrique Ferreira |
dc.subject.por.fl_str_mv |
Consumidor Loot Boxe Microtransação CNPQ::CIENCIAS SOCIAIS APLICADAS::DIREITO |
topic |
Consumidor Loot Boxe Microtransação CNPQ::CIENCIAS SOCIAIS APLICADAS::DIREITO |
description |
This essay is based on research and it is about the micro transactions of the electronic games for their consumers, the use of loot boxes as a main way to obtain profit, the practices of intrinsic services to the product purchased. By doing so, it is checked the practices developed by the companies and if these practices are abusive. In addition, a brief consideration will be given about gambling, and how the country understands this act. The national laws are analyzed regarding the subject, and the understanding of what are their applicability in this type of relationship between consumer and supplier. Given this, there is a discussion between the consumer practices in paid games, as well as in free games, focusing on how the consumer receives the products, what their freedoms and autonomy of the purchased item are. Moreover, the practices created by the company that can be considered abusive, hiding important and necessary information for the consumer to analyze the purchase in a proper manner, as it is of great importance, that the consumer can have all the necessary information so that there is no mistake. Then, there is an analysis of the act of cashing and how the company conditions the consumer to this kind of practice, so that the only way to fully enjoy the product is by purchasing the items, which are made available exclusively by the company. In addition to the right of regretting in exclusively digital products, inequality in the consumer relationship is widened when the product is not physical. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-02-08T18:34:38Z 2021-02-08 2021-02-08T18:34:38Z 2021-02-08 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
CASTRO, Igor Henrique Ferreira. Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor. 23f. 2020. Unicesumar - Universidade Cesumar: Maringá, 2020. Presencial http://rdu.unicesumar.edu.br/handle/123456789/7300 |
identifier_str_mv |
CASTRO, Igor Henrique Ferreira. Microtransações e loot boxes em jogos eletrônicos e o impacto no consumidor. 23f. 2020. Unicesumar - Universidade Cesumar: Maringá, 2020. Presencial |
url |
http://rdu.unicesumar.edu.br/handle/123456789/7300 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
UNIVERSIDADE CESUMAR Brasil UNICESUMAR |
publisher.none.fl_str_mv |
UNIVERSIDADE CESUMAR Brasil UNICESUMAR |
dc.source.none.fl_str_mv |
reponame:Repositório Digital Unicesumar instname:Centro Universitário de Maringá (UNICESUMAR) instacron:UniCesumar |
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Centro Universitário de Maringá (UNICESUMAR) |
instacron_str |
UniCesumar |
institution |
UniCesumar |
reponame_str |
Repositório Digital Unicesumar |
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Repositório Digital Unicesumar |
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