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Playstation: estratégias na busca do valor de marca no mercado de videogames
(2021-12-20)
This study aims to understand how Playstation creates brand value, especially through the use of specific strategies, impacting the video game market. In addition, it studies the history of video games and the PlayStation ...
Um estudo sobre a relação entre políticas públicas de comunicação e o Transtorno do Espectro Autista (TEA) em famílias da região de Farroupilha/RS
(2021-07-09)
This work aims to visualize the needs in relation to social communication that autistic people and their families - members of the Farroupilha Association of Parents and Friends of the Autist - support on a daily basis. ...
Criação publicitária em tempos de cibercultura: usos da linguagem em busca da sensibilização do consumidor
(2021-12-08)
This study seeks to understand how the language of cyberculture has an influence on advertising creation and the reasons why advertisers appropriate it in favor of persuasion. To support this perspective, this work has a ...
O novo mercado fonográfico: a era das plataformas digitais e selos independentes - um estudo do selo Honey Bomb Records
(2021-07-10)
This work has as its theme the relationship between the Spotify digital platform and the musical releases of artists from the Honey Bomb Records label. The analysis uses as object of study two albums released by the label ...
Storytelling como possibilidade para a construção de marcas pessoais de sucesso: estudo de caso Manu Gavassi
(2021-12-20)
This work aims to understand how storytelling helps to build sucessful personal brands. For this, the methodology is an exploratory-descriptive and bibliographical research, providing opportunities for a better analysis ...
A linguagem sonora na construção do terror no audiovisual: uma análise das aberturas da série American Horror Story
(2021-12-14)
This study aims to understand the role of sound composition in horror audiovisual productions. As a theoretical basis, the following concepts were used: Meaning of language, which consists of understanding how messages ...
Conectando-se ao consumidor de jogos da nova geração através da publicidade in game - caso Fortnite
(2021-07-10)
This work had the purpose of research to discover how the games of the new generation of video games connect to the consumer, through a case study of the game Fortnite. To achieve this goal, bibliographic research was used ...
“A linda ex” - feminismo e estereótipo da mulher na publicidade brasileira
(2021-01-05)
Observing the importance of social movements in today's society, this research seeks to understand how feminism is used in cosmetics advertisements. As a guiding means, the 2015 campaign, "A Linda Ex", will be used, verifying ...