Abstract

This paper aims to evaluate the socio-economic impact of video games on consumers, but also the implications they bring as a result of the interaction with this industry regarding the experience received in video games, but also the psychological effects that can be manifested in this industry. The aim of the research is to gather information regarding consumer motivation and consumer expectations and to critically analyze the possibilities to manage the experience offered and satisfaction received with video game consumption, taking into account side effects that may appear before, during, or after consumption.

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