Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022

Detalhes bibliográficos
Autor(a) principal: Barbosa, Fernando
Data de Publicação: 2022
Tipo de documento: Artigo
Idioma: por
Título da fonte: DATJournal
Texto Completo: https://datjournal.anhembi.br/dat/article/view/549
Resumo: In recent years, audiovisual production and consumption have undergone quite significant changes. New platforms, new technologies, new habits are contribut­ing to greater interaction and, currently, an intensification of niche content audience formation is observed. Based on a case developed in an experimental way, the webseries #E_VC? and another case produced by the Gloob channel (Globo Studios) we seek to exemplify how some strategies previously adopted in productions made for broadcasting on the internet were also adopted in television productions. This “hybridization” has been quite re­current and shows a certain market trend in the adoption of these languages and technologies, promoting virtual and face-to-face interactions to their audiences. Top­ics such as transmedia, virtual environments, forms of interaction and audiovisual consumer experience have been increasingly discussed in this light. TV channels and media conglomerates have turned their attention to on-demand au­diovisual consumption environments, as well as other platforms and websites that provide new information (not only those that are placed in the script and history of audiovisual content) but also experiences in these complementary environments, that is, the production of audiovisual content and design concepts are being worked on together, focusing on their audiences and how this relationship can be approached from the personal interests of this audience. Algorithms, manipulation of information increasingly faster from large databases are of great value to understand communi­cation contexts and changes in this market.
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spelling Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022El diseño audiovisual y el cambio de hábitos de consumo de contenidos: una reinterpretación 2012 - 2022O design audiovisual e a mudança dos hábitos de consumo de conteúdos: uma releitura 2012 - 2022AudiovisualDesignInteraçãoTecnologias imersivasAudio-visualDesignInteractionImmersive technologiesAudiovisualDiseñoInteracciónTecnologías inmersivasIn recent years, audiovisual production and consumption have undergone quite significant changes. New platforms, new technologies, new habits are contribut­ing to greater interaction and, currently, an intensification of niche content audience formation is observed. Based on a case developed in an experimental way, the webseries #E_VC? and another case produced by the Gloob channel (Globo Studios) we seek to exemplify how some strategies previously adopted in productions made for broadcasting on the internet were also adopted in television productions. This “hybridization” has been quite re­current and shows a certain market trend in the adoption of these languages and technologies, promoting virtual and face-to-face interactions to their audiences. Top­ics such as transmedia, virtual environments, forms of interaction and audiovisual consumer experience have been increasingly discussed in this light. TV channels and media conglomerates have turned their attention to on-demand au­diovisual consumption environments, as well as other platforms and websites that provide new information (not only those that are placed in the script and history of audiovisual content) but also experiences in these complementary environments, that is, the production of audiovisual content and design concepts are being worked on together, focusing on their audiences and how this relationship can be approached from the personal interests of this audience. Algorithms, manipulation of information increasingly faster from large databases are of great value to understand communi­cation contexts and changes in this market.En los últimos años, la producción y el consumo audiovisual han experimen­tado cambios bastante significativos. Nuevas plataformas, nuevas tecnologías, nuevos hábitos están contribuyendo a una mayor interacción y, actualmente, se observa una intensificación en la formación de audiencias de contenidos de nicho. A partir de un caso desarrollado de forma experimental, la webserie #E_VC? y otro caso producido por el canal Gloob (Globo Studios) buscamos ejemplificar cómo algunas estrategias adoptadas anteriormente en producciones realizadas para su difusión en internet también fueron adoptadas en producciones televisivas. Esta “hibridación” ha sido bastante recurrente y muestra cierta tendencia de mercado en la adopción de estos lenguajes y tecnologías, fomentando interacciones virtuales y presenciales a sus audi­encias. Temas como transmedia, entornos virtuales, formas de interacción y experiencia de consumo audiovisual se han discutido cada vez más bajo esta luz. Las cadenas de televisión y los conglomerados de medios han puesto su atención en los entornos de consumo audiovisual bajo demanda, así como en otras plataformas y webs que aportan nueva información (no sólo la que se sitúa en el guión y la historia de los contenidos audiovisuales) sino también experiencias en estos espacios complementari­os. entornos, es decir, se trabaja en conjunto la producción de contenidos audiovisuales y los conceptos de diseño, centrándose en sus públicos y cómo se puede abordar esta relación desde los intereses personales de este público. Los algoritmos, la manipulación de información cada vez más rápida a partir de grandes bases de datos son de gran valor para comprender los contextos de comunicación y los cambios en este mercado.Nos últimos anos, a produção e o consumo audiovisual estão passando por mudanças bastante significativas. Novas plataformas, novas tecnologias, novos hábitos de consumo audiovisual estão contribuindo para uma maior interação e, atualmente, observa-se uma intensificação pela formação de pú­blico de conteúdos de nicho. A partir de um case desenvolvido de forma experimental pela 8KA Produções Audiovisuais, a websérie #E_VC?, e de outro case produzido pelo canal Gloob, da Globo Studios, busca-se exemplificar como algumas estratégias antes ado­tadas em produções realizadas para veiculação na internet foram sendo ado­tadas também em produções televisivas e vice versa. Essa “hibridização” tem sido bastante recorrente e mostra uma certa tendência de mercado na adoção destas linguagens e tecnologias, promovendo interações virtuais e presen­ciais às suas audiências. Temas como transmídia, ambientes virtuais, formas de interação e experiência do consumidor de audiovisual tem sido cada vez mais discutidas sob estes prismas. Os canais de TV e conglomerados de mídia tem voltado suas atenções para os ambientes de consumo audiovisual sob demanda, assim como outras pla­taformas e sites que proporcionem novas informações (não somente àquelas que são colocadas no roteiro e história do conteúdo audiovisual) mas tam­bém experiências nestes ambientes de complementação, ou seja, a produção de conteúdos audiovisuais e conceitos de design estão sendo trabalhados em conjunto, focando em seus públicos e como esse relacionamento pode ser aproximado a partir dos interesses pessoais desta audiência. Algoritmos, ma­nipulação de informações cada vez mais rápidas a partir de grandes bases de dados são de grande valia para entender os contextos comunicacionais e as mudanças neste mercado.Universidade Anhambi Murumbi2022-03-23info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://datjournal.anhembi.br/dat/article/view/54910.29147/datjournal.v7i1.549DAT Journal; Vol. 7 No. 1 (2022): Art, Design and Technology + UFAM Dossier; 77-88DAT Journal; Vol. 7 Núm. 1 (2022): Arte, Diseño y Tecnología + Dossier UFAM; 77-88DAT Journal; v. 7 n. 1 (2022): Arte, Design e Tecnologia + Dossiê UFAM; 77-882526-178910.29147/datjournal.v7i1reponame:DATJournalinstname:Universidade Anhembi Morumbi (ANHEMBI)instacron:ANHEMBIporhttps://datjournal.anhembi.br/dat/article/view/549/381Copyright (c) 2022 DAT Journalhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessBarbosa, Fernando2022-03-29T12:15:34Zoai:ojs.datjournal.anhembi.br:article/549Revistahttps://datjournal.anhembi.br/datPUBhttps://datjournal.anhembi.br/dat/oai||ppgdesign@anhembi.br2526-17892526-1789opendoar:2022-03-29T12:15:34DATJournal - Universidade Anhembi Morumbi (ANHEMBI)false
dc.title.none.fl_str_mv Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
El diseño audiovisual y el cambio de hábitos de consumo de contenidos: una reinterpretación 2012 - 2022
O design audiovisual e a mudança dos hábitos de consumo de conteúdos: uma releitura 2012 - 2022
title Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
spellingShingle Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
Barbosa, Fernando
Audiovisual
Design
Interação
Tecnologias imersivas
Audio-visual
Design
Interaction
Immersive technologies
Audiovisual
Diseño
Interacción
Tecnologías inmersivas
title_short Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
title_full Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
title_fullStr Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
title_full_unstemmed Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
title_sort Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
author Barbosa, Fernando
author_facet Barbosa, Fernando
author_role author
dc.contributor.author.fl_str_mv Barbosa, Fernando
dc.subject.por.fl_str_mv Audiovisual
Design
Interação
Tecnologias imersivas
Audio-visual
Design
Interaction
Immersive technologies
Audiovisual
Diseño
Interacción
Tecnologías inmersivas
topic Audiovisual
Design
Interação
Tecnologias imersivas
Audio-visual
Design
Interaction
Immersive technologies
Audiovisual
Diseño
Interacción
Tecnologías inmersivas
description In recent years, audiovisual production and consumption have undergone quite significant changes. New platforms, new technologies, new habits are contribut­ing to greater interaction and, currently, an intensification of niche content audience formation is observed. Based on a case developed in an experimental way, the webseries #E_VC? and another case produced by the Gloob channel (Globo Studios) we seek to exemplify how some strategies previously adopted in productions made for broadcasting on the internet were also adopted in television productions. This “hybridization” has been quite re­current and shows a certain market trend in the adoption of these languages and technologies, promoting virtual and face-to-face interactions to their audiences. Top­ics such as transmedia, virtual environments, forms of interaction and audiovisual consumer experience have been increasingly discussed in this light. TV channels and media conglomerates have turned their attention to on-demand au­diovisual consumption environments, as well as other platforms and websites that provide new information (not only those that are placed in the script and history of audiovisual content) but also experiences in these complementary environments, that is, the production of audiovisual content and design concepts are being worked on together, focusing on their audiences and how this relationship can be approached from the personal interests of this audience. Algorithms, manipulation of information increasingly faster from large databases are of great value to understand communi­cation contexts and changes in this market.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-23
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://datjournal.anhembi.br/dat/article/view/549
10.29147/datjournal.v7i1.549
url https://datjournal.anhembi.br/dat/article/view/549
identifier_str_mv 10.29147/datjournal.v7i1.549
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://datjournal.anhembi.br/dat/article/view/549/381
dc.rights.driver.fl_str_mv Copyright (c) 2022 DAT Journal
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 DAT Journal
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Anhambi Murumbi
publisher.none.fl_str_mv Universidade Anhambi Murumbi
dc.source.none.fl_str_mv DAT Journal; Vol. 7 No. 1 (2022): Art, Design and Technology + UFAM Dossier; 77-88
DAT Journal; Vol. 7 Núm. 1 (2022): Arte, Diseño y Tecnología + Dossier UFAM; 77-88
DAT Journal; v. 7 n. 1 (2022): Arte, Design e Tecnologia + Dossiê UFAM; 77-88
2526-1789
10.29147/datjournal.v7i1
reponame:DATJournal
instname:Universidade Anhembi Morumbi (ANHEMBI)
instacron:ANHEMBI
instname_str Universidade Anhembi Morumbi (ANHEMBI)
instacron_str ANHEMBI
institution ANHEMBI
reponame_str DATJournal
collection DATJournal
repository.name.fl_str_mv DATJournal - Universidade Anhembi Morumbi (ANHEMBI)
repository.mail.fl_str_mv ||ppgdesign@anhembi.br
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