Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | REMark - Revista Brasileira de Marketing |
Texto Completo: | https://periodicos.uninove.br/remark/article/view/12259 |
Resumo: | Objective: The release of the game Pokemon GO generated a frenzy never seen in Brazil in relation to a videogame and revealed to the country the existence of a public aficionado for pop culture and technology, called nerds. The takeover of cities by virtual monster hunters had a huge impact on the mainstream media and led different audiences to take a stand. Assuming consumption as an identity practice, present work had the objective of analyzing the identity constitution of the Brazilian users of Pokemon GO through the discourses that were established from the announcement of the release of the game in the country. Method: We adopted Foucauldian Discourse Analysis (FDA), which demonstrate how certain discourses reveal regularities. The corpus research consisted of news published over twenty months, from the announcement of the product. Relevance: The nerd audience has gained social and economic importance, both because of the relevance of pop culture in the contemporary world and the the growth of the entertainment industry. Results: We identified two discursive formations related to the consumption of Pokemon GO in Brazil: one referring to the search for legitimacy of the nerd identity and another to the stigma to this imputed one. Methodological contribution: The research presents a systematized operationalization of the Foucauldian method. Theoretical contribution: Findings lead to the understanding of nerd consumption as an arena of identity politics. Social contribution: The study put in evidence a social identity that, despite its economic importance, is still characterized as a minority. |
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Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in BrazilTemos que pegar todos! - Discursos identitários sobre o consumo de Pokemon GO no BrasilIdentity. Stigma. Pokemon GO. Foucauldian Discourse Analysis.Identidade. Estigma. Pokemon GO. Analise de Discurso Foucaltiana.Objective: The release of the game Pokemon GO generated a frenzy never seen in Brazil in relation to a videogame and revealed to the country the existence of a public aficionado for pop culture and technology, called nerds. The takeover of cities by virtual monster hunters had a huge impact on the mainstream media and led different audiences to take a stand. Assuming consumption as an identity practice, present work had the objective of analyzing the identity constitution of the Brazilian users of Pokemon GO through the discourses that were established from the announcement of the release of the game in the country. Method: We adopted Foucauldian Discourse Analysis (FDA), which demonstrate how certain discourses reveal regularities. The corpus research consisted of news published over twenty months, from the announcement of the product. Relevance: The nerd audience has gained social and economic importance, both because of the relevance of pop culture in the contemporary world and the the growth of the entertainment industry. Results: We identified two discursive formations related to the consumption of Pokemon GO in Brazil: one referring to the search for legitimacy of the nerd identity and another to the stigma to this imputed one. Methodological contribution: The research presents a systematized operationalization of the Foucauldian method. Theoretical contribution: Findings lead to the understanding of nerd consumption as an arena of identity politics. Social contribution: The study put in evidence a social identity that, despite its economic importance, is still characterized as a minority.Objetivo: O lanamento do game Pokemon GO gerou um frenesi nunca antes visto no Brasil em relao a um jogo de videogame e revelou ao pas a existncia de um pblico aficionado por cultura pop e tecnologia, os chamados nerds. A tomada das cidades pelos caadores de monstrinhos virtuais teve uma enorme repercusso na grande mdia e levou diferentes pblicos a se posicionarem a respeito. Assumindo o consumo como prtica identitria, o presente trabalho teve o objetivo de analisar a constituio identitria dos usurios brasileiros do Pokemon GO por meio dos discursos que se estabeleceram a partir do anncio do lanamento do jogo no pas. Mtodo: Adotamos a Anlise de Discurso Foucaultiana (ADF), que evidencia como certos discursos revelam regularidades. O corpus de pesquisa foi formado por matrias veiculadas durante vinte meses, a partir do anncio do produto. Relevncia: O pblico nerd tem ganho importncia social e econmica, tanto pela relevncia da cultura pop no mundo contemporneo, quanto pelo crescimento da indstria do entretenimento. Resultados: Identificamos duas formaes discursivas relacionadas ao consumo do Pokemon GO no Brasil: uma referente busca de legitimidade da identidade nerd e outra ao estigma a essa imputado. Contribuio metodolgica: A pesquisa apresenta uma operacionalizao sistematizada do mtodo foucaultiano. Contribuio terica: Os achados levam ao entendimento do consumo nerd como uma arena de poltica da identidade. Contribuio social: O estudo pe em evidncia uma identidade social que, a despeito de seu relevo econmico, ainda se caracteriza como minoritria.Universidade Nove de Julho - Uninove2018-09-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado por ParesPeer-reviewed Articleapplication/pdfhttps://periodicos.uninove.br/remark/article/view/1225910.5585/bmj.v17i6.3830ReMark - Revista Brasileira de Marketing; v. 17, n. 6 (2018): Edição Especial Nacional; 895-9132177-5184reponame:REMark - Revista Brasileira de Marketinginstname:Universidade Nove de Julho (UNINOVE)instacron:RBMporhttps://periodicos.uninove.br/remark/article/view/12259/5901Direitos autorais 2019 Revista Brasileira de Marketing – Remarkinfo:eu-repo/semantics/openAccessde Souza-Leão, André Luiz MaranhãoMoura, Bruno Melo2019-06-14T18:52:28Zoai:https://periodicos.uninove.br:article/12259Revistahttps://periodicos.uninove.br/remarkPRIhttps://periodicos.uninove.br/remark/oaiclaudiaraac@uol.com.br || admin@revistabrasileiramarketing.org || admin@revistabrasileiramarketing.org2177-51842177-5184opendoar:2019-06-14T18:52:28REMark - Revista Brasileira de Marketing - Universidade Nove de Julho (UNINOVE)false |
dc.title.none.fl_str_mv |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil Temos que pegar todos! - Discursos identitários sobre o consumo de Pokemon GO no Brasil |
title |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil |
spellingShingle |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil de Souza-Leão, André Luiz Maranhão Identity. Stigma. Pokemon GO. Foucauldian Discourse Analysis. Identidade. Estigma. Pokemon GO. Analise de Discurso Foucaltiana. |
title_short |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil |
title_full |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil |
title_fullStr |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil |
title_full_unstemmed |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil |
title_sort |
Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil |
author |
de Souza-Leão, André Luiz Maranhão |
author_facet |
de Souza-Leão, André Luiz Maranhão Moura, Bruno Melo |
author_role |
author |
author2 |
Moura, Bruno Melo |
author2_role |
author |
dc.contributor.author.fl_str_mv |
de Souza-Leão, André Luiz Maranhão Moura, Bruno Melo |
dc.subject.por.fl_str_mv |
Identity. Stigma. Pokemon GO. Foucauldian Discourse Analysis. Identidade. Estigma. Pokemon GO. Analise de Discurso Foucaltiana. |
topic |
Identity. Stigma. Pokemon GO. Foucauldian Discourse Analysis. Identidade. Estigma. Pokemon GO. Analise de Discurso Foucaltiana. |
description |
Objective: The release of the game Pokemon GO generated a frenzy never seen in Brazil in relation to a videogame and revealed to the country the existence of a public aficionado for pop culture and technology, called nerds. The takeover of cities by virtual monster hunters had a huge impact on the mainstream media and led different audiences to take a stand. Assuming consumption as an identity practice, present work had the objective of analyzing the identity constitution of the Brazilian users of Pokemon GO through the discourses that were established from the announcement of the release of the game in the country. Method: We adopted Foucauldian Discourse Analysis (FDA), which demonstrate how certain discourses reveal regularities. The corpus research consisted of news published over twenty months, from the announcement of the product. Relevance: The nerd audience has gained social and economic importance, both because of the relevance of pop culture in the contemporary world and the the growth of the entertainment industry. Results: We identified two discursive formations related to the consumption of Pokemon GO in Brazil: one referring to the search for legitimacy of the nerd identity and another to the stigma to this imputed one. Methodological contribution: The research presents a systematized operationalization of the Foucauldian method. Theoretical contribution: Findings lead to the understanding of nerd consumption as an arena of identity politics. Social contribution: The study put in evidence a social identity that, despite its economic importance, is still characterized as a minority. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-09-20 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion Avaliado por Pares Peer-reviewed Article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.uninove.br/remark/article/view/12259 10.5585/bmj.v17i6.3830 |
url |
https://periodicos.uninove.br/remark/article/view/12259 |
identifier_str_mv |
10.5585/bmj.v17i6.3830 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.uninove.br/remark/article/view/12259/5901 |
dc.rights.driver.fl_str_mv |
Direitos autorais 2019 Revista Brasileira de Marketing – Remark info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Direitos autorais 2019 Revista Brasileira de Marketing – Remark |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Nove de Julho - Uninove |
publisher.none.fl_str_mv |
Universidade Nove de Julho - Uninove |
dc.source.none.fl_str_mv |
ReMark - Revista Brasileira de Marketing; v. 17, n. 6 (2018): Edição Especial Nacional; 895-913 2177-5184 reponame:REMark - Revista Brasileira de Marketing instname:Universidade Nove de Julho (UNINOVE) instacron:RBM |
instname_str |
Universidade Nove de Julho (UNINOVE) |
instacron_str |
RBM |
institution |
RBM |
reponame_str |
REMark - Revista Brasileira de Marketing |
collection |
REMark - Revista Brasileira de Marketing |
repository.name.fl_str_mv |
REMark - Revista Brasileira de Marketing - Universidade Nove de Julho (UNINOVE) |
repository.mail.fl_str_mv |
claudiaraac@uol.com.br || admin@revistabrasileiramarketing.org || admin@revistabrasileiramarketing.org |
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1799138640960421888 |