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This article provides a look at the world of video games, this industry included in the orange economy is today the one that has had the greatest development worldwide in recent years and its figures in terms of audience and active players are reflected in millions of dollars. that year after year it is generating. The main objective of this writing is to provide updated information on what factors are considered in this entertainment industry and are used to achieve behavioral changes through advertising manipulation. This literature review manuscript used content analysis, with a qualitative approach. The main conclusion obtained is that this technological entertainment manages to make advertising within this field not seen as advertising and manages to transport its target audience to an alternate reality where their attention is greater than any other means of communication.