Electronic games have shown huge growth in the last two decades, which is evidenced by
the massive number of players, as well as the exorbitant amounts of money moved annually by the
games industry around the globe. Today, five decades after their emergence, video games are at the
center of pop culture. Therefore, given the central role that games play in contemporary societies,
as symbolic products consumed by people from the most diverse socioeconomic and cultural
backgrounds, this article aims to reflect on the potential of using video games to teach sociology.
More precisely, the aim was to reflect on how sociology teachers can use games to address themes
present in the discipline’s curricula.
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