TCC - Bacharelado em Ciências do Consumo (Sede)

URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/3136

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Resultados da Pesquisa

Agora exibindo 1 - 7 de 7
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    Consumo de animações por adultos: uma análise das motivações e percepções
    (2024-10-04) Silva, Everleyde Roxelle Cavalcanti da; Leão, Éder Lira de Souza; http://lattes.cnpq.br/4434499456331867; http://lattes.cnpq.br/3968848300464810
    The objective of this research is to thoroughly analyze the motivational aspects that influence the consumption of animations commonly associated with children and adolescents but that captivate a more experienced and diverse audience. This phenomenon reflects a significant shift in the collective perception of the role of animations in contemporary society. The cinematic landscape of animations presents a vast and rich field of complex themes, often underestimated, that reflect and express deeply rooted sociocultural constructions in different social contexts. By exploring this creative universe, it becomes possible to better understand the structural dynamics that not only stimulate culture but also attribute profound meanings to the consumption of animations as cultural products. Moreover, understanding the concept of animation allows for the demystification of outdated stereotypes and the breaking of stigmas often associated with human subjectivity, highlighting its relevance as an art form and a cultural expression.
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    Análise da motivação do consumidor para bens falsificados: um estudo de caso na indústria da moda
    (2023-09-06) Santos, Rebeca Brandão dos; Rocha, Maria Alice Vasconcelos; http://lattes.cnpq.br/6818128111009316; http://lattes.cnpq.br/0012117413384643
    The objective of this research is to raise subsidies for a theoretical reflection, starting from the analysis of the problem of the naturalization and growth of the use of counterfeit and pirated objects, also known as replicas, with the intention of improving the understanding about the motivations for buying and using these products, in addition to the satisfaction of contemporary consumers. In order to achieve the project's objective, bibliographic research, field research, data collection with the application of a digital form, and use of the observation and comparison method in the research approach will be carried out, using the qualitative approach with users of fake fashion products. As a result of this project, it is expected that discussions will take place on the increase of this specific consumption, taking into account its more accessible prices, which provide greater ease of acquisition in the illegal market. Furthermore, it is expected to argue the assumption of social inclusion through clothing in the use of items that characterize identity and belonging to specific groups.
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    A influência da colonialidade nas vidas vividas na cidade do Recife: reflexões sobre consumo e cotidiano de estudantes universitários da UFRPE
    (2024-03-08) Melo, Ana Carolina da Silva; Fernandes, Raquel de Aragão Uchôa; http://lattes.cnpq.br/9733983138830524; http://lattes.cnpq.br/7271561235870981
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    A influência das produções cinematográficas da Marvel de - 2008 até 2019 (Saga do infinito) - nas relações de consumo da sociedade atual: um estudo sobre o consumo de jogos como processo transmidiático
    (2024-03-11) Araújo, Giovanne Allan Rodrigues de; Leão, Éder Lira de Souza; http://lattes.cnpq.br/4434499456331867; http://lattes.cnpq.br/8436503318974218
    The main objective of this study is to understand the current model of cultural industry that influences young and adult consumers to consume certain products derived from Marvel cinematic productions (2008 - 2019), taking into consideration how this model impacts the consumption of licensable digital games as a multimedia model. By understanding what drives consumers to seek out certain games using transmedia narrative and Henry Jenkins' concept of convergence culture as theoretical and methodological frameworks, the study utilized bibliographic reviews of topics intersecting with the work. The initial basis was the concept of cultural industry, developed by Adorno and Horkheimer in 1944, referring to the idea of mass production, common in factories and industries, which has been adapted to artistic production. Initially, it will be demonstrated through websites regarding the sale and consumption of relevant games correlated with the release time of films concurrently, such as IGN, KOTAKU, and ADRENALINE, as well as the official Marvel Studios forum on REDDIT. Academic content sites were also utilized, including SciELO, CAPES, Scopus, and Google Scholar. The study resulted in demonstrating the importance and influence of media channels and cultural industry on the consumption model of X and Y generations.
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    Globoplay: o consumidor na era do entretenimento digital
    (2024-03-19) Barbosa, Artur Lucas Santana; Leão, Éder Lira de Souza; http://lattes.cnpq.br/4434499456331867; http://lattes.cnpq.br/2033059765303774
    The consumption of entertainment has seen significant changes due to the rise of major productions and the increase in global distribution channels, especially through cinemas and DVD sales. However, the digitization and virtualization of consumption have led to new ways to access this content, both legally and illegally, with streaming platforms playing a key role in fighting piracy, although sometimes enabling illegal consumption through their own programming features. This study aims to analyze how the habits of Brazilian consumers in consuming cinematic content through streaming platforms have changed, focusing on Globoplay, the only Brazilian platform recognized in the national market. Additionally, the study seeks to understand consumer behavior towards other platforms through questionnaire data collected from the public. The results show that streaming platforms have become popular in the last decade, with the pandemic accelerating audiovisual consumption through these new access options. Notably, there has been a significant increase in Globoplay users, prompting the platform to rethink its dominance in the Brazilian entertainment market.
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    Equiparação ESO: monitoria Disciplina Saúde, Ambiente e Consumo; Tecnologias e Consumo
    (2023) Nascimento, Eduardo Alves do; Regino, Fabiane Alves; http://lattes.cnpq.br/3088176522044224; http://lattes.cnpq.br/2126544134457497
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    “Dos átomos aos bits”: movimento de significados e consumo no metaverso do Roblox
    (2022-10-06) Santos, Cássio Santana Correia dos; Melo, Jaqueline Ferreira Holanda de; http://lattes.cnpq.br/0639256942534141; http://lattes.cnpq.br/5623932636464010
    The virtual environments of games, as a result of technological advances, have provided a new spectrum of consumption that can affect consumer behavior in digital contexts. These innovations have created an ecosystem of interconnected networks and, at various stages, technologies have taken on important roles in introducing new meanings into the lives of modern consumers. Resulting in a widespread digitization of many consumer goods which makes them more dematerialized. Therefore, in order to define how meaning moves in themrelationship between consumer and digital good, in the context of the metaverse, this work aimed to investigate meanings and meanings that permeate the consumption of virtual products on the Roblox gaming platform, from the analysis of public material, available on the Youtube platform, mainly from content producers of generation Z. To this end, a method was followed that combines exploratory searches - both for texts and videos, with netnographic observation. From the texts returned in the search, the theoretical framework was structured, while a descriptive analysis was carried out from the search for videos. From the selected and observed videos, a thematic analysis was carried out with contributions from semiotic analysis (HOHLFELDT et al., 2008; SANTAELLA, 2017; BARROS, 2001; FIORIN, 1990). From the study carried out, it can be seen that consumers/players start from the associations of virtual goods having as a reference characteristics and aspects of the concrete world and commonly the items that consumers have are assimilated to their own peculiarities. In this way, it was possible to consider that digital artifacts gain meaning as users attribute meanings to goods from the social interactions of the metaverse and beyond. That is, the construction of meanings and their movements become effective, as the relationship between players, developers and brands is established on a dynamic, which