I. Introduction A NTHROPOLOGY combines sociology, psychology, biology, and the humanities to carry out deep analysis of human beings and social groups [1]-[4]. Entrepreneurship uses the same combination of sciences to implement specific actions towards a clear and tangible objective [5]. Games are a key part of this analysis in any type of society or cultural representation [6]. Through play, children develop key abilities, from hunting to counting, through solving problems and by learning other fundamental skills that will support them when they become adults. For adults, games are the natural way to approach situations, such as negotiations and meetings, in which everyone plays a role and must find his or her place and a way of communication [7], [8]. Entrepreneurs can use the key features of games to achieve objectives and acquire specific competences [9], [10]. Nowadays, the social unit consists of distributed contacts and cloud services, which facilitate a 24/7 umbilical connection of the individual to the group [11], [12]. With this background, eGames and gamification techniques look like a natural evolution in achieving real entrepreneurship competences in a digital context, one that is based on interaction and social strategies with social networks, learning management systems, entertainment apps and digital tools that support and extend social contacts. In this setting, learning happens anytime, anywhere. This is the approach of digital anthropology [13], in which groups are analysed as a combination of cultures and contexts. Furthermore, while working with traditional group skills and interaction, there are a number of features on which researchers focus their attention [14]-[16]: for example, social identity, the user's role in a group, social forms of expression, the group's need for assembly and the development of personal and group skills for improving social reputation. We find similar features in digital entrepreneurship, but in a particular representational medium [17], [18]. Enabled by social networks and Internet apps, individuals and groups can share and express themselves (e.g. via Facebook and Instagram); meet for discussion (e.g. through Google Hangouts and Skype); provide opinions, argue, and call for justice (e.g. on Twitter and WhatsApp); create music (e.g. with Garage Band); and work (e.g. using Outlook, Calendar, and OpenOffice). Social roles within the group are also required for interaction (e.g. adopting the role of a follower or an alpha male). In short, there are many similarities between these and other social structures that are usually the subjects of anthropological studies. In this context, games play a role in helping individuals achieve social status, develop social skills and personal competences, and adopt roles in group interaction [19], [20]. The positive and negative sides of
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