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This is an expanded fragment of the doctoral thesis on Gamer Content Production, which focuses on the impacts that the Covid19 pandemic had on the gamer market and on the production of content for this segment. As data on the pandemic on this market are released periodically, this article seeks to consolidate the information up to this point, released by research institutes and by observing the transformations resulting from the social impacts of these changes. The central question was to observe how social isolation impacted the consumption of games and the consumption of gamer content during the beginning of the pandemic and what fluctuations can already be observed to date. The main finding is that there was an increase in the consumption of games and related content during the first months of the pandemic and that, as the months went by, there was a natural accommodation.
Missila Loures Cardozo (Mon,) studied this question.