DIGITAL GOODS, CONSUMPTION, AND ENTERTAINMENT: A QUALITATIVE STUDY WITH MARVEL SNAP GAME USERS
DOI:
https://doi.org/10.14244/2179-1465.RG.2025v16p315-336Keywords:
digital goods, Marvel Snap, social distinctionAbstract
This article analyzes the video game Marvel Snap and seeks to understand how the acquisition of digital goods within the game shapes the individual experience and the collective dynamics of its players. By analyzing the relationship between the consumption of digital cards and cosmetic items within the game's ecosystem, we aim to understand how these elements operate as social markers in this context. For the literature review, we relied mainly on authors such as Baccega (2009), Castells (2010), Matta (2012), Mastrocola (2024; 2015), Nitsche (2008), and Bourdieu (2010). Based on the bibliographic references, we also conducted four qualitative interviews, adapting methodological ideas for game analysis proposed by Cote and Raz (2015). In the conclusions, we present that the cosmetic personalization of the game's cards not only has an entertainment character but also fosters interaction and engagement with the game's consumption experience, strengthening social bonds among players in the proposed context.
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