01. Universidade Federal Rural de Pernambuco - UFRPE (Sede)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/1
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Item Por uma historiografia da felicidade: o Colóquio Walter Lippmann (1938) e a happycracia como faceta do neoliberalismo(2024-10-03) Córdula Neto, Raul; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/1436277940038969Este artigo procura debater as estratégias do neoliberalismo para produção de uma nova razão no mundo, sobretudo uma faceta dessa racionalidade: a obrigatoriedade da felicidade. Para tanto, tomamos o Colóquio Walter Lippmann, que ocorreu em Paris, em 1938, como momento de refundação do liberalismo e de instauração das bases para uma nova racionalidade do capitalismo. Entretanto, nosso foco recairá sobre a manipulação de um estado de “felicidade” paradoxal, que provoca satisfações efêmeras e sofrimentos constantes diante do imperativo de sermos bem-sucedidos e felizes. A happycracia opera na lógica do consumo egoísta e imediato do sujeito empreendedor de si mesmo, em contínua concorrência com os demais.Item 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/3968848300464810The 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 Moreover, understanding the concept of animation allows for the demystification of outdated stereotypes and the breaking of stigmas often associated with human subjectivity, highlighting its relevance as an art form and a cultural expression.Item 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/0012117413384643The 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.Item Distinção socioespacial: uma análise do Shopping Riomar Recife(2024-03-08) Soares, Célia Regina Pereira; Santos, Otávio Augusto Alves dos; http://lattes.cnpq.br/6806135209087830; http://lattes.cnpq.br/8468796317932436The present work aims to investigate subjective actions of segregation and social class hierarchization in the spatial configuration strategies of Shopping Riomar Recife to offer visibility to the social dynamics of this shopping center. As an establishment primarily geared towards the reproduction of capital in the form of merchandising and consumption of goods that employs symbolism and a sense of belonging, but also historically planned to commercialize the bourgeois lifestyle, generating identification and positioning among visitors and staff. The social sciences play an important role in investigating the social dimensions of consumption by observing the existence of limiting access markers in these spaces as a cut-off of constitutive practices of identification, as individuals can, through the purchase of a certain product or service, reflect characteristics of the social class and dominant structure to which they belong, establishing private signs and dividing lines of taste hierarchization. With this purpose, we use the qualitative methodology of direct observation, image analysis, and interviews to investigate the imposition of values that reproduce symbolic violence in these spaces.Item 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/7271561235870981Item 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/8436503318974218The 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.Item 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/2033059765303774The 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.Item Cultura alimentar japonesa em animes(2023-09-11) Silva Junior, Edilson José da; Shinohara, Neide Kazue Sakugawa; http://lattes.cnpq.br/7105928729564845; http://lattes.cnpq.br/9746465261193133Item 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/2126544134457497Item Carne de búfalo: produção, consumo e características nutricionais(2022-10-07) Silva, Maria Vitória Gomes da; Pessoa, Ricardo Alexandre Silva; http://lattes.cnpq.br/0245806512931662; http://lattes.cnpq.br/3205016641166474This study aimed to address the production, consumption and nutritional characteristics of buffalo meat. The history of buffalo farming, the introduction and dissemination of buffaloes in the Americas was addressed, with a focus on Brazil, as well as talking about its production in the northeast region and in the state of Pernambuco. The meat production scenario and its obstacles, consumption and strategies to leverage its productivity were presented. Because the qualities of buffalo meat are undeniable, the product shows superior quality when compared to similar species, however, the consumption of meat is still not so widespread, since there is a stigma related to meat, where it is seen by many as a inferior quality product. So, using marketing strategies to promote its nutritional characteristics is an alternative that can boost the search for the product and, therefore, its production.