Gotta catch’em all! - Identity discourses on the consumption of Pokemon GO in Brazil

Detalhes bibliográficos
Autor(a) principal: de Souza-Leão, André Luiz Maranhão
Data de Publicação: 2018
Outros Autores: Moura, Bruno Melo
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.
id RBM-1_6702121b18807cfd6b3a6fa271f03f1e
oai_identifier_str oai:https://periodicos.uninove.br:article/12259
network_acronym_str RBM-1
network_name_str REMark - Revista Brasileira de Marketing
repository_id_str
spelling 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
_version_ 1799138640960421888