2022-10-182020-11-012022-10-182022-10-18http://localhost:8080/handle/prefix/4124The purpose of this article is to observe and identify the performance of young people who have the habit of playing electronic games and understand the way they absorb the visualization of the game itself and the way they perform such practices. 13 to 26 years old and who play at least 3 to 8 hours a day, aiming at a variable result in relation to perspectives and ages. platform development, performance itself within the games. The main purpose is to prove that the market of the world of games can have as a dominant patent within the space of entrepreneurship, and that it has more and more influence, especially in the younger audience.Acesso AbertoJogosEmpreendedorismoJovensCNPQ::CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAOJogos Virtuais: Comportamento EmpreendedorRelatório de Pesquisa