Bacharelado em Ciências do Consumo (Sede)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/3109


Siglas das Coleções:

APP - Artigo Publicado em Periódico
TAE - Trabalho Apresentado em Evento
TCC - Trabalho de Conclusão de Curso

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Resultados da Pesquisa

Agora exibindo 1 - 2 de 2
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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.