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Consulta aos Conteúdos
Estatística
Título: MOTIVATIONS TO ENTER THE ELECTRONIC GAMING JOB MARKET
Autor(es): GEAN CARLOS SILVA FARIAS
Colaborador(es): ANDREA GOMES BITTENCOURT - Orientador
Catalogação: 14/ABR/2020 Língua(s): PORTUGUESE - BRAZIL
Tipo: TEXT Subtipo: SENIOR PROJECT
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=47443@1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=47443@2
DOI: https://doi.org/10.17771/PUCRio.acad.47443
Resumo:
This study was built with the purpose of identifying the motivations that support the entry into the work market of electronic games. For this, the study was based on a quantitative and qualitative research, using a questionnaire for data collection and a theoretical framework to support the data analysis. With this it was possible to identify that the male public of 18 to 22 years, with incomplete higher education, having an income of 2 to 5 minimum wages are the large portion who want to enter this sector out of passion for the game.
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