A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends

Detalhes bibliográficos
Autor(a) principal: Pereira, Fabio Augusto Rodrigues
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da ESPM
Texto Completo: http://tede2.espm.br/handle/tede/696
Resumo: Games have long been part of popular culture. With the spread of personal computers and the arrival of the Internet, there was innovation in the electronic games scenario. These milestones established the term eSports, an allusion to electronic sports based on competition between players and teams. The CBLOL - Campeonato Brasileiro de League of Legends - is a protagonist in the eSports ecosystem and provides opportunities for brands to expand their recognition and image on digital media platforms. The basic objectives of brand promotion can be linked to brand visibility, consumer engagement, positioning or business growth. When electronic games are added to brand promotion, we find a broad and prosperous theme, whether for studies of consumer behavior or for companies and marketing managers. The objective of this study is to identify the occurrence of memory of brands after their promotion in the Brazilian League of Legends championship and if they can activate previous memories and evoke future memories carried in the eventual fans and post-championship players. For this purpose, a qualitative research was carried out using interviews, in which two 30-second videos from CBLOL were shown; the first, the standard of the event without changes, and the second containing an aesthetic variation, adding an animated glow of light on the participating logos whose intention was to draw the attention of the spectators. Both kept the logos in the lower left corner of the screen. Data collection was carried out from a semi-structured script of questions based on three dimensions of the Theory of Practice: Procedures, Engagements and Understandings. 11 participants aged between 22 and 34 years old were interviewed, CBLOL fans and occasional League of Legends players. To interpret the results, the Content Analysis technique, by Bardin, and the ATLAS/ti software were used to support the coding, categorization and support for the inference of the interviews. The results indicate that participants recognize the presence of brands in CBLOL regardless of variations in logos, and that this presence reinforces the legitimacy, importance and status of the championship. For marketing management, it reveals the importance of a brand being engaged with the CBLOL community in order not to be characterized as just another sales or commercial action venturing into the ecosystem. The position of the logos on the screen was also evaluated in the interviews and a suggested change from the current position, lower left corner to the right side above the game's minimap.
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spelling Camargo, Ricardo ZagalloCrescitelli, EdsonFreitas, Ana AugustaCaramello, Érika Fernanda19861271848https://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K9730185E9&tokenCaptchar=03AFcWeA4JbvZMB-u16UmQnUiRcuWwn5JSp_R6r76fAnsi--_jZ3B_jU9fNi54AAlSXAc4Ki_-0Avo5lR4ve0ucPdmGd_Gs6452_htvdNOcaSjh3_uQPcRwIROCdiBJh0uwKq4niRBoDXwDXftNd7aY4masACQ0S0q5f9uzPdY4FErOdJHsEgl0rFibgWTFKe_hlxNg7iXVljUaXeKEwu3RQvxNPDCbC2v2IENJf3j6QU44CKGR0xPiO2EJXtsMBFmtA-HP66r7LlBOQOwoitfqYQzTfCF4XiqM--gFzZ4XGJgN37q5_Nka7R2P4Mpn9bdl-qVlMDhF1giUhcr575l2Jr38dUdDgPmHAwi1CuJ0iX15PHPGtz3GZPNQzrDbM7nMiNP6G3IqL6SRjUY-A5vjLsUbZ2-Xo1r2CPL-M1Mq1f6JkojimAv6Z-K-K_sONv3l2WEqM3CWdFEfR-gU5GX53z00vpOoCLscj-2d_lUTmWIpKXyDsnTMTjhv-F6ngt7pNlBwhbitBm_8r2ecRfhLHNR-FhUecCFi_07wdasyVs1C5N8xBMldIaU6H14uCaWoaEwf_p-Tr-PPereira, Fabio Augusto Rodrigues2023-09-22T18:51:38Z2023-02-03Pereira, Fabio Augusto Rodrigues. A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends. 2023. [90 f.]. Dissertação (Programa de Mestrado Profissional em Comportamento do Consumidor) - Escola Superior de Propaganda e Marketing, [São Paulo] .http://tede2.espm.br/handle/tede/696Games have long been part of popular culture. With the spread of personal computers and the arrival of the Internet, there was innovation in the electronic games scenario. These milestones established the term eSports, an allusion to electronic sports based on competition between players and teams. The CBLOL - Campeonato Brasileiro de League of Legends - is a protagonist in the eSports ecosystem and provides opportunities for brands to expand their recognition and image on digital media platforms. The basic objectives of brand promotion can be linked to brand visibility, consumer engagement, positioning or business growth. When electronic games are added to brand promotion, we find a broad and prosperous theme, whether for studies of consumer behavior or for companies and marketing managers. The objective of this study is to identify the occurrence of memory of brands after their promotion in the Brazilian League of Legends championship and if they can activate previous memories and evoke future memories carried in the eventual fans and post-championship players. For this purpose, a qualitative research was carried out using interviews, in which two 30-second videos from CBLOL were shown; the first, the standard of the event without changes, and the second containing an aesthetic variation, adding an animated glow of light on the participating logos whose intention was to draw the attention of the spectators. Both kept the logos in the lower left corner of the screen. Data collection was carried out from a semi-structured script of questions based on three dimensions of the Theory of Practice: Procedures, Engagements and Understandings. 11 participants aged between 22 and 34 years old were interviewed, CBLOL fans and occasional League of Legends players. To interpret the results, the Content Analysis technique, by Bardin, and the ATLAS/ti software were used to support the coding, categorization and support for the inference of the interviews. The results indicate that participants recognize the presence of brands in CBLOL regardless of variations in logos, and that this presence reinforces the legitimacy, importance and status of the championship. For marketing management, it reveals the importance of a brand being engaged with the CBLOL community in order not to be characterized as just another sales or commercial action venturing into the ecosystem. The position of the logos on the screen was also evaluated in the interviews and a suggested change from the current position, lower left corner to the right side above the game's minimap.Há tempos os jogos fazem parte da cultura popular. Com a difusão dos computadores pessoais e a chegada da Internet houve inovação no cenário dos jogos eletrônicos. Esses marcos estabeleceram o termo eSports, uma alusão a esportes eletrônicos pautados pela competição entre jogadores e equipes. O CBLOL - Campeonato Brasileiro de League of Legends - é um protagonista no ecossistema dos eSports e proporciona oportunidades para as marcas expandirem seu reconhecimento e imagem em plataformas de mídias digitais. Os objetivos básicos da promoção de marcas podem ser atrelados à visibilidade da marca, engajamento do consumidor, posicionamento ou crescimento do negócio. Quando agregados jogos eletrônicos à promoção de marcas encontramos uma temática ampla e próspera, seja para estudos do comportamento do consumidor, seja para empresas e gestores de marketing. O objetivo deste estudo é identificar a ocorrência da memória de marcas após sua promoção no campeonato brasileiro de League of Legends e se podem ativar memórias anteriores e suscitar memórias futuras carregadas nos(as) eventuais fãs e jogadores pós-campeonato. Com este propósito realizou-se uma pesquisa qualitativa com utilização de entrevistas, nas quais foram exibidos dois vídeos de 30 segundos do CBLOL; o primeiro, padrão do evento sem alterações, e o segundo contendo uma variação estética, adição de um brilho de luz animado nas logomarcas participantes cuja intenção era chamar a atenção dos espectadores. Ambos mantinham as logomarcas no canto esquerdo inferior da tela. A coleta de dados foi realizada a partir de um roteiro de perguntas semiestruturado com base em três dimensões da Teoria da Prática: Procedimentos, Engajamentos e Entendimentos. Foram entrevistados(as) 11 participantes com idade entre 22 e 34 anos fãs do CBLOL e jogadores eventuais do League of Legends. Para interpretação dos resultados foi utilizada a técnica Análise de Conteúdo, de Bardin e o software ATLAS/ti como suporte à codificação, categorização e apoio a inferência das entrevistas. Os resultados indicam que os(as) participantes reconhecem a presença das marcas no CBLOL independente de variações nas logomarcas, e que esta presença reforça a legitimidade, a importância e o status do campeonato. Para a gestão de marketing revela a importância de uma marca estar engajada com a comunidade do CBLOL visando não ser caracterizada como apenas mais uma ação de venda ou comercial aventurando-se no ecossistema. A posição das logomarcas na tela também foi avaliada nas entrevistas e sugerida alteração da posição atual, canto inferior esquerdo para o lado direito acima do minimapa do jogo.Submitted by Débora Silva (deborasilva@espm.br) on 2023-09-22T13:47:39Z No. of bitstreams: 1 Fabio Augusto Rodrigues Pereira.pdf: 1288479 bytes, checksum: 28a7a337815f10bca9f6a40bfa12aa95 (MD5)Approved for entry into archive by Débora Silva (deborasilva@espm.br) on 2023-09-22T18:49:17Z (GMT) No. of bitstreams: 1 Fabio Augusto Rodrigues Pereira.pdf: 1288479 bytes, checksum: 28a7a337815f10bca9f6a40bfa12aa95 (MD5)Approved for entry into archive by Débora Silva (deborasilva@espm.br) on 2023-09-22T18:49:59Z (GMT) No. of bitstreams: 1 Fabio Augusto Rodrigues Pereira.pdf: 1288479 bytes, checksum: 28a7a337815f10bca9f6a40bfa12aa95 (MD5)Made available in DSpace on 2023-09-22T18:51:38Z (GMT). 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dc.title.por.fl_str_mv A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
dc.title.alternative.eng.fl_str_mv Brand memory in electronic games: Brazilian League of Legends championship
title A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
spellingShingle A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
Pereira, Fabio Augusto Rodrigues
jogos eletrônicos; CBLOL; comportamento do consumidor; League of Legends, marcas
electronic games; CBLOL; consumer behavior; League of Legends; brands
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
title_full A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
title_fullStr A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
title_full_unstemmed A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
title_sort A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends
author Pereira, Fabio Augusto Rodrigues
author_facet Pereira, Fabio Augusto Rodrigues
author_role author
dc.contributor.advisor1.fl_str_mv Camargo, Ricardo Zagallo
dc.contributor.referee1.fl_str_mv Crescitelli, Edson
dc.contributor.referee2.fl_str_mv Freitas, Ana Augusta
dc.contributor.referee3.fl_str_mv Caramello, Érika Fernanda
dc.contributor.authorID.fl_str_mv 19861271848
dc.contributor.authorLattes.fl_str_mv https://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K9730185E9&tokenCaptchar=03AFcWeA4JbvZMB-u16UmQnUiRcuWwn5JSp_R6r76fAnsi--_jZ3B_jU9fNi54AAlSXAc4Ki_-0Avo5lR4ve0ucPdmGd_Gs6452_htvdNOcaSjh3_uQPcRwIROCdiBJh0uwKq4niRBoDXwDXftNd7aY4masACQ0S0q5f9uzPdY4FErOdJHsEgl0rFibgWTFKe_hlxNg7iXVljUaXeKEwu3RQvxNPDCbC2v2IENJf3j6QU44CKGR0xPiO2EJXtsMBFmtA-HP66r7LlBOQOwoitfqYQzTfCF4XiqM--gFzZ4XGJgN37q5_Nka7R2P4Mpn9bdl-qVlMDhF1giUhcr575l2Jr38dUdDgPmHAwi1CuJ0iX15PHPGtz3GZPNQzrDbM7nMiNP6G3IqL6SRjUY-A5vjLsUbZ2-Xo1r2CPL-M1Mq1f6JkojimAv6Z-K-K_sONv3l2WEqM3CWdFEfR-gU5GX53z00vpOoCLscj-2d_lUTmWIpKXyDsnTMTjhv-F6ngt7pNlBwhbitBm_8r2ecRfhLHNR-FhUecCFi_07wdasyVs1C5N8xBMldIaU6H14uCaWoaEwf_p-Tr-P
dc.contributor.author.fl_str_mv Pereira, Fabio Augusto Rodrigues
contributor_str_mv Camargo, Ricardo Zagallo
Crescitelli, Edson
Freitas, Ana Augusta
Caramello, Érika Fernanda
dc.subject.por.fl_str_mv jogos eletrônicos; CBLOL; comportamento do consumidor; League of Legends, marcas
topic jogos eletrônicos; CBLOL; comportamento do consumidor; League of Legends, marcas
electronic games; CBLOL; consumer behavior; League of Legends; brands
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv electronic games; CBLOL; consumer behavior; League of Legends; brands
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description Games have long been part of popular culture. With the spread of personal computers and the arrival of the Internet, there was innovation in the electronic games scenario. These milestones established the term eSports, an allusion to electronic sports based on competition between players and teams. The CBLOL - Campeonato Brasileiro de League of Legends - is a protagonist in the eSports ecosystem and provides opportunities for brands to expand their recognition and image on digital media platforms. The basic objectives of brand promotion can be linked to brand visibility, consumer engagement, positioning or business growth. When electronic games are added to brand promotion, we find a broad and prosperous theme, whether for studies of consumer behavior or for companies and marketing managers. The objective of this study is to identify the occurrence of memory of brands after their promotion in the Brazilian League of Legends championship and if they can activate previous memories and evoke future memories carried in the eventual fans and post-championship players. For this purpose, a qualitative research was carried out using interviews, in which two 30-second videos from CBLOL were shown; the first, the standard of the event without changes, and the second containing an aesthetic variation, adding an animated glow of light on the participating logos whose intention was to draw the attention of the spectators. Both kept the logos in the lower left corner of the screen. Data collection was carried out from a semi-structured script of questions based on three dimensions of the Theory of Practice: Procedures, Engagements and Understandings. 11 participants aged between 22 and 34 years old were interviewed, CBLOL fans and occasional League of Legends players. To interpret the results, the Content Analysis technique, by Bardin, and the ATLAS/ti software were used to support the coding, categorization and support for the inference of the interviews. The results indicate that participants recognize the presence of brands in CBLOL regardless of variations in logos, and that this presence reinforces the legitimacy, importance and status of the championship. For marketing management, it reveals the importance of a brand being engaged with the CBLOL community in order not to be characterized as just another sales or commercial action venturing into the ecosystem. The position of the logos on the screen was also evaluated in the interviews and a suggested change from the current position, lower left corner to the right side above the game's minimap.
publishDate 2023
dc.date.accessioned.fl_str_mv 2023-09-22T18:51:38Z
dc.date.issued.fl_str_mv 2023-02-03
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv Pereira, Fabio Augusto Rodrigues. A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends. 2023. [90 f.]. Dissertação (Programa de Mestrado Profissional em Comportamento do Consumidor) - Escola Superior de Propaganda e Marketing, [São Paulo] .
dc.identifier.uri.fl_str_mv http://tede2.espm.br/handle/tede/696
identifier_str_mv Pereira, Fabio Augusto Rodrigues. A memória de marca nos jogos eletrônicos: campeonato brasileiro de League of Legends. 2023. [90 f.]. Dissertação (Programa de Mestrado Profissional em Comportamento do Consumidor) - Escola Superior de Propaganda e Marketing, [São Paulo] .
url http://tede2.espm.br/handle/tede/696
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dc.publisher.none.fl_str_mv Escola Superior de Propaganda e Marketing
dc.publisher.program.fl_str_mv Programa de Mestrado Profissional em Comportamento do Consumidor
dc.publisher.initials.fl_str_mv ESPM
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv ESPM::Pós-Graduação Stricto Sensu
publisher.none.fl_str_mv Escola Superior de Propaganda e Marketing
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