Metodologia de gamificação para ações de marketing social na doação voluntária de sangue

Detalhes bibliográficos
Autor(a) principal: Serrano, Paulo Henrique Souto Maior
Data de Publicação: 2019
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UFPB
Texto Completo: https://repositorio.ufpb.br/jspui/handle/123456789/20027
Resumo: This thesis establishes practical guidelines for a social marketing approach with game elements. It is specifically a gamification methodology for social marketing actions in the context of voluntary blood donation. The paper also implements and evaluates the proposed methodology in Paraíba’s blood center through a progressive web application (PWA) named Pontos de Vida. Voluntary blood donation conditions the treatment of several clinical patients, as well as accident victims. In Brazil, voluntary action is constantly subject to social marketing campaigns that aim to increase the stocks of blood centers. The context of this thesis fits into the scope of social marketing for having as a goal the behavioral change for the improvement of individual and societal well-being. The paper is also based on transformative consumer research (TCR), endorsing that the promotion of a practice is what potentially changes the current circumstances and improves social well-being. The methodology used in the development of the thesis is based on the Design Science Research (DSR) paradigm, which is based on the search for relevance of studies and the approximation between theory and practice in a way that it is applicable to real situations. The research work carried out here has sought to develop practical guidelines for the execution of a gamified methodology, relating it to the demands of social marketing actions. The proposed gamified methodology was distributed in steps which consisted of: 1) Pre-existing knowledge activation; 2) Place of practice recognition; 3) Players characterization; 4) Variables identification; 5) Game elements implementation; 6) Game testing and evaluation of indicators. These steps were implemented in the development of a smartphone-based technological solution called Pontos de Vida. The progressive web app was implemented in the blood center as a way to demonstrate the application of the methodology. The approach with game elements proposed here has been proved to be relevant in its potential to reach a larger public interest for voluntary blood donation. In three weeks, 184 users were accounted for, 213 informative contents were viewed, 52 intentions to return to the blood center within 3 months were registered and 17 actual donations were recorded. The gamified approach brought by this thesis has represented an incentive for voluntary blood donation. The use of game elements can be utilized by professionals and practitioners to implement social marketing strategies in different contexts, bringing benefits to the population in a ludic way.
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spelling Metodologia de gamificação para ações de marketing social na doação voluntária de sangueDoação de sangueMarketing socialGamificaçãoBlood donationSocial marketingGamificationCNPQ::CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAOThis thesis establishes practical guidelines for a social marketing approach with game elements. It is specifically a gamification methodology for social marketing actions in the context of voluntary blood donation. The paper also implements and evaluates the proposed methodology in Paraíba’s blood center through a progressive web application (PWA) named Pontos de Vida. Voluntary blood donation conditions the treatment of several clinical patients, as well as accident victims. In Brazil, voluntary action is constantly subject to social marketing campaigns that aim to increase the stocks of blood centers. The context of this thesis fits into the scope of social marketing for having as a goal the behavioral change for the improvement of individual and societal well-being. The paper is also based on transformative consumer research (TCR), endorsing that the promotion of a practice is what potentially changes the current circumstances and improves social well-being. The methodology used in the development of the thesis is based on the Design Science Research (DSR) paradigm, which is based on the search for relevance of studies and the approximation between theory and practice in a way that it is applicable to real situations. The research work carried out here has sought to develop practical guidelines for the execution of a gamified methodology, relating it to the demands of social marketing actions. The proposed gamified methodology was distributed in steps which consisted of: 1) Pre-existing knowledge activation; 2) Place of practice recognition; 3) Players characterization; 4) Variables identification; 5) Game elements implementation; 6) Game testing and evaluation of indicators. These steps were implemented in the development of a smartphone-based technological solution called Pontos de Vida. The progressive web app was implemented in the blood center as a way to demonstrate the application of the methodology. The approach with game elements proposed here has been proved to be relevant in its potential to reach a larger public interest for voluntary blood donation. In three weeks, 184 users were accounted for, 213 informative contents were viewed, 52 intentions to return to the blood center within 3 months were registered and 17 actual donations were recorded. The gamified approach brought by this thesis has represented an incentive for voluntary blood donation. The use of game elements can be utilized by professionals and practitioners to implement social marketing strategies in different contexts, bringing benefits to the population in a ludic way.NenhumaEsta tese estabelece diretrizes práticas para a uma abordagem de marketing social com elementos de jogos. Trata-se especificamente de uma metodologia de gamificação para ações de marketing social no contexto da doação voluntária de sangue. O trabalho ainda realiza a implementação e avaliação da metodologia proposta no hemocentro da Paraíba através de um aplicativo web progressivo (PWA) chamado Pontos de Vida. A doação voluntária de sangue condiciona o tratamento de vários pacientes clínicos, além de vítimas de acidentes. No Brasil a ação voluntária está constantemente sujeita às campanhas de marketing social que procuram aumentar os estoques nos hemocentros. O contexto dessa tese enquadra-se no escopo do marketing social por ter como objetivo a mudança de comportamento para a melhoria do bem-estar individual e da sociedade. O trabalho fundamenta-se ainda pela pesquisa com o consumidor transformativa (TCR), ratificando que a promoção de uma prática é o que potencialmente muda as circunstâncias em vigor e melhora o bem-estar social. A metodologia utilizada no desenvolvimento da tese é baseada no paradigma da Design Science Research (DSR), que está baseado na busca da relevância dos estudos e na aproximação entre teoria e prática de modo que seja aplicável à situações reais. O trabalho de pesquisa aqui realizado procurou desenvolver diretrizes práticas para a execução de uma metodologia gamificada, relacionando-a com as demandas das ações do marketing social. A metodologia gamificada proposta foi distribuída em etapas que consistiam em: 1) Ativação do conhecimento preexistente; 2) Reconhecimento do local de prática; 3) Caracterização dos jogadores; 4) Identificação de variáveis; 5) Implementação dos elementos de jogos; 6) Teste do jogo e avaliação dos indicadores. Essas etapas foram implementadas no desenvolvimento de uma solução tecnológica para smartphone chamada Pontos de Vida. O aplicativo web progressivo foi implementado no hemocentro como forma de demonstrar a aplicação da metodologia. A abordagem com elementos de jogos aqui proposta demonstrou-se relevante no seu potencial de alcançar maior interesse do público pela doação voluntária de sangue. Em três semanas foram registrados 184 usuários cadastrados, 213 conteúdos informativos visualizados, 52 registros de intenção de retorno ao hemocentro em até 3 meses e 17 doações efetivas registradas. A abordagem gamificada trazida por esta tese representou um incentivo à doação voluntária de sangue. O uso de elementos de jogos pode ser utilizado por profissionais e praticantes para a implementação de estratégias de marketing social em diferentes contextos, trazendo benefícios para a população de forma lúdica.Universidade Federal da ParaíbaBrasilAdministraçãoPrograma de Pós-Graduação em AdministraçãoUFPBAbreu, Nelsio Rodrigues dehttp://lattes.cnpq.br/2003104035949004Serrano, Paulo Henrique Souto Maior2021-05-12T14:33:08Z2020-11-202021-05-12T14:33:08Z2019-11-20info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesishttps://repositorio.ufpb.br/jspui/handle/123456789/20027porhttp://creativecommons.org/licenses/by-nd/3.0/br/info:eu-repo/semantics/embargoedAccessreponame:Biblioteca Digital de Teses e Dissertações da UFPBinstname:Universidade Federal da Paraíba (UFPB)instacron:UFPB2021-06-21T14:26:12Zoai:repositorio.ufpb.br:123456789/20027Biblioteca Digital de Teses e Dissertaçõeshttps://repositorio.ufpb.br/PUBhttp://tede.biblioteca.ufpb.br:8080/oai/requestdiretoria@ufpb.br|| diretoria@ufpb.bropendoar:2021-06-21T14:26:12Biblioteca Digital de Teses e Dissertações da UFPB - Universidade Federal da Paraíba (UFPB)false
dc.title.none.fl_str_mv Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
title Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
spellingShingle Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
Serrano, Paulo Henrique Souto Maior
Doação de sangue
Marketing social
Gamificação
Blood donation
Social marketing
Gamification
CNPQ::CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
title_short Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
title_full Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
title_fullStr Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
title_full_unstemmed Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
title_sort Metodologia de gamificação para ações de marketing social na doação voluntária de sangue
author Serrano, Paulo Henrique Souto Maior
author_facet Serrano, Paulo Henrique Souto Maior
author_role author
dc.contributor.none.fl_str_mv Abreu, Nelsio Rodrigues de
http://lattes.cnpq.br/2003104035949004
dc.contributor.author.fl_str_mv Serrano, Paulo Henrique Souto Maior
dc.subject.por.fl_str_mv Doação de sangue
Marketing social
Gamificação
Blood donation
Social marketing
Gamification
CNPQ::CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
topic Doação de sangue
Marketing social
Gamificação
Blood donation
Social marketing
Gamification
CNPQ::CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
description This thesis establishes practical guidelines for a social marketing approach with game elements. It is specifically a gamification methodology for social marketing actions in the context of voluntary blood donation. The paper also implements and evaluates the proposed methodology in Paraíba’s blood center through a progressive web application (PWA) named Pontos de Vida. Voluntary blood donation conditions the treatment of several clinical patients, as well as accident victims. In Brazil, voluntary action is constantly subject to social marketing campaigns that aim to increase the stocks of blood centers. The context of this thesis fits into the scope of social marketing for having as a goal the behavioral change for the improvement of individual and societal well-being. The paper is also based on transformative consumer research (TCR), endorsing that the promotion of a practice is what potentially changes the current circumstances and improves social well-being. The methodology used in the development of the thesis is based on the Design Science Research (DSR) paradigm, which is based on the search for relevance of studies and the approximation between theory and practice in a way that it is applicable to real situations. The research work carried out here has sought to develop practical guidelines for the execution of a gamified methodology, relating it to the demands of social marketing actions. The proposed gamified methodology was distributed in steps which consisted of: 1) Pre-existing knowledge activation; 2) Place of practice recognition; 3) Players characterization; 4) Variables identification; 5) Game elements implementation; 6) Game testing and evaluation of indicators. These steps were implemented in the development of a smartphone-based technological solution called Pontos de Vida. The progressive web app was implemented in the blood center as a way to demonstrate the application of the methodology. The approach with game elements proposed here has been proved to be relevant in its potential to reach a larger public interest for voluntary blood donation. In three weeks, 184 users were accounted for, 213 informative contents were viewed, 52 intentions to return to the blood center within 3 months were registered and 17 actual donations were recorded. The gamified approach brought by this thesis has represented an incentive for voluntary blood donation. The use of game elements can be utilized by professionals and practitioners to implement social marketing strategies in different contexts, bringing benefits to the population in a ludic way.
publishDate 2019
dc.date.none.fl_str_mv 2019-11-20
2020-11-20
2021-05-12T14:33:08Z
2021-05-12T14:33:08Z
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dc.publisher.none.fl_str_mv Universidade Federal da Paraíba
Brasil
Administração
Programa de Pós-Graduação em Administração
UFPB
publisher.none.fl_str_mv Universidade Federal da Paraíba
Brasil
Administração
Programa de Pós-Graduação em Administração
UFPB
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instname:Universidade Federal da Paraíba (UFPB)
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instname_str Universidade Federal da Paraíba (UFPB)
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reponame_str Biblioteca Digital de Teses e Dissertações da UFPB
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