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Itens para a visualização no momento 1-10 of 27
Stranger Things: uma análise sobre a construção do imaginário nostálgico da década de 1980 pelo olhar da direção de arte
(2021-12-20)
This study aims to understand the construction of the 1980s imaginary through the analysis of art direction, especially in the Stranger Things series. The research is divided into three main focuses: first - the discussion ...
O consumo da publicidade pela geração Z no Youtube
(2021-12-11)
The objective of this research is to address the perception that people from Generation Z have about the content of the advertising found on the online video sharing platform YouTube. To achieve that, a bibliographic study ...
Adaptação visual da literatura às narrativas seriadas: análise estética e semiótica de personagens folclóricos na série Cidade Invisível
(2021-12-14)
The objective of this study is to comprehend how the recognization happens on the folklorical characters Saci, Cuca, Iara and Curupira, that appear on the TV show Cidade Invisível. To do it, studies about semiotics and ...
A lembrança de marca e o uso de brindes na promoção de vendas
(2021-12-11)
The research had as a general objective to analyze the use of gifts in sales promotion strategies and to verify the brand recall process in the consumers' minds. One of the strategies used by marketing to achieve brand ...
Video games como mídia publicitária: análise da marca Cup Noodles inserida em final Fantasy XV
(2021-12-11)
The purpose of this research was to discover how storytelling differentiates the Cup Noodles ingame announcement in Final Fantasy XV of the others, following a case study of the Final Fantasy XV game. To achieve this goal, ...
Representação humana, experiência estética e consumo adulto na atualidade: bonecas e colecionismo
(2021-12-20)
The present work aims to investigate human representation and its relationship with adult consumption, especially with regard to dolls collecting. The study initially presents a discussion about human representation, ...
Por que amamos a música que consumimos? O pop em busca da sensibilização do público
(2021-12-20)
Pop music has been growing exponentially and gaining large proportions in the global music scenario. In view of that, the present study aims to comprehend the elements and resources used by the music industry to embellish ...
A cultura dos videogames: uma análise de como a publicidade se incorpora no mercado de games
(2022-12-19)
This work aimed to map how videogame culture integrates into society and the market, how it connects to its consumer and how they respond to actions imposed on them, along with a conglomeration of some advertising strategies ...
Percepção de marca no futebol: um estudo de caso do Clube Red Bull Bragantino
(2022-12-16)
This monograph has as main objective to understand the effectiveness of the incorporation of the Red Bull brand in Clube Atlético Bragantino and its relationship with the consumer public. Through the case study carried out ...