Playgrounds digitais: affordances, cultura do consumo infantil e a presença das marcas na Roblox

affordances, cultura de consumo infantil y presencia de marcas en Roblox marcas en Roblox

Authors

  • Eneus Trindade University of São Paulo
  • Karla Meira University of São Paulo
  • Daniel Dubosselard ZImmermann University of São Paulo

DOI:

https://doi.org/10.22409/contracampo.v42i3.59590

Keywords:

Children's Consumption, Brands, Interactions, Roblox, Platforms

Abstract

The paper discusses the presence of brands in children's consumption culture in the online gaming platform Roblox, seeking to analyze the presence of organizations and brands in this metaverse environment through case studies. Characterized, therefore, as intentional exploratory research by direct observation in Roblox, based on virtual environments that contained actions and consumption of brands aimed at children, recording the propositions of programmed interactions between brands and children users through the affordances designed in the virtual ambience. We found that Roblox stands out for its focus on user-generated content and creativity, its social ecosystem, and its innovative business model that have made it one of the most popular gaming platforms in the world. The results validate the need for further analysis through studies of mediations and interactions.

Downloads

Download data is not yet available.

Author Biographies

Eneus Trindade, University of São Paulo

Full Professor at the School of Communications and Arts (ECA), University of São Paulo (USP). PhD in Communication Sciences from the University of São Paulo (2003). Brazil. Postdoctoral in Visual Anthropology from the Open University of Portugal (2009). Scholarship holder PQ2 CNPq (Process: 30327720222-0). Lecturer in Communication Sciences at USP (2012), Postdoctoral Internship at CELSA Sorbonne Universités Paris - FR (2018). E-mail: eneustrindade@usp.br

Karla Meira, University of São Paulo

PhD student in Communication Sciences at the University of São Paulo - PPGCOM ECA/USP. Doctoral scholarship from the Coordination for the Improvement of Higher Education Personnel (CAPES ) - Brazil (2022-2026). Master in Communication Sciences at the University of São Paulo - PPGCOM ECA/USP (2021). Lecturer in the discipline Digital Communication and New Media in the undergraduate course of Public Relations at the University of São Paulo (USP) (2021). Researcher at GESC3 - Semiotic Studies Group on Communication, Culture and Consumption. E-mail: meira.karla@usp.br.

 

 

Daniel Dubosselard ZImmermann, University of São Paulo

PhD in Communication Sciences from the University of São Paulo - PPGCOM ECA/USP (2022). Post-doctoral CPQ-ECA-USP. Master in Communication and Marketing from Faculdade Cásper Líbero (2006). Professor of Advertising and Public Relations at Cásper Líbero School. Researcher at GESC3 - Group for Semiotic Studies in Communication, Culture and Consumption. Coordinator of the Work Group (GT 2) Consumption, Communication and Organizations of the ABRAPCORP Congress (2023/2024). E-mail: dzimmermann.daniel@gmail.com

References

ABITBOL, A.; ROOK M. Small but Mighty: Examining College Student Perceptions of Small Businesses’ Social Media Use. Ohio Communication Journal, v. 58, mar. 2020, p. 53-67.

BAUDRILLARD, J. Simulacros e simulação. Lisboa: Relógio D’água, 1991.

BERTHELOT-GUIET, K.; MARTI, C.; PATRIN-LECRÈRE, V. Sémiotique des métamorphoses Marques-Médias. In: BERTHELOT-GUIET, Karine; BOUTAUD, Jean-Jacques. (Orgs.) 2014. Sémiotique mode d’emploi. Paris: Le Bord L’Eau. Collection Mondes Marchands, 2014. p. 255-291.

CARR, B. Universe or Multiverse? United Kingdom: Cambridge University Press, 2007.

CASAQUI, V. Por uma teoria da publicização: transformações no processo publicitário. In: CONGRESSO BRASILEIRO DE CIÊNCIAS DA COMUNICAÇÃO, 24, 2011. Anais [...]. São Paulo / Recife: Intercom / Unicap, 2011. p. 1-15. v. 1.

CORRÊA, E. S. Centralidade, transversalidade e resiliência: reflexões sobre as três condições da contemporaneidade digital e a epistemologia da Comunicação. In: Comunicação, Cultura e Mídias Sociais: CONGRESSO INTERNACIONAL IBERCOM: Livro de anais, 2015. p. 29-44.

COVALESKI, R. Publicidade híbrida. Curitiba: Maxi, 2010.

DRUIN, A. et al. Children as our technology design partners+. 1998.

DU, Y.; GRACE, T.D.; JAGANNATH, K.; SALEN-TEKINBAS, K. Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents. Multimodal Technology and Interaction 5, n. 27 v. 5, 2021 . Disponível em: https://doi.org/10.3390/mti5050027. Acesso em: 25 fev.2023.

FERREIRA, V. Roblox supera Minecraft atinge marca de 100 milhões de usuários ativos por mês. Publicado em 05/08/2019. Disponível em: https://www.theenemy.com.br/pc/roblox-100-milhoes-usuarios-mes-minecraft. Acesso em: 23 fev. 2023.

FREITAS, T. Disney compra Roblox e trilhão do TikTok: 6 previsões de Scott Galloway para 2023. Disponível em: https://www.startse.com/artigos/2023-previsoes-tecnologia-scott-galloway/ Acesso em: 17 fev. 2023.

GIBSON, J. The Theory of Affordances. In: SHAW, R.; BRANSFORD, J. (eds.). Perceiving, Acting, and Knowing: Toward an Ecological Psychology. Hillsdale, NJ: Lawrence Erlbaum. 1977, p. 67–82.

GRGECIC, D.; HOLTEN, R.; ROSENKRANZ, C. The impact of functional affordances and symbolic expressions on the formation of beliefs. Journal of the Association for Information Systems, n. 16, v.7, 2015, p. 580–607. Disponível em: https://doi.org/10.17705/1jais.00402. Acesso em: 30 nov. 2022.

HJARVARD, S. The mediatization of society. Nordicom review, v. 29, n. 2, p. 105-134, 2008. https://doi.org/10.1515/nor-2017-0181.

JABER, T. A. Security Risks of the Metaverse World. International Journal of Interactive Mobile Technologies, v. 16, n. 13, 2022.

JACKS, N.; SCHMITZ, D.; WOTTRICH, L. (Orgs.). Un nuevo mapa para investigar la mutación cultural. Bogotá: Ciespal, 2019.

LANDOWSKI, E. Interações arriscadas. Trad. Luiza Helena Oliveira da Silva. São Paulo: Estação das Letras e Cores e Centro de Pesquisa Sociossemióticas, 2014.

LEONARDI, P. M. When does technology use enable network change in organizations? A comparative study of feature use and shared affordances. MIS Quarterly, 2013, v. 37, n. 3, p. 749-775. Disponível em: https://doi.org/10.25300/MISQ/2013/37.3.04.

MARKUS, M. L.;SILVER, M. S. A foundation for the study of IT effects: A new look at DeSanctis and Poole's concepts of structural features and spirit. Journal of the Association for Information Systems, 2008, n.9, v.10/11, p. 609-632. https://doi.org/10.17705/1jais.00176.

MARTI, C.; BERTHELOT-GUIET, K. Advertising or not advertising: representations and expressions of advertising digital literacy on social media. In: International Conference on Human-Computer Interaction. Springer, Cham, 2019. p. 417-433.

MARTÍN-BARBERO, J. Dos meios às mediações: 3 introduções. MATRIZes (Revista do Programa de Pós-Graduação em Ciências da Comunicação da USP), São Paulo, v.12, n. 1, p. 9-31, 2018. eISSN:1982-8160. Disponível em: http://www.revistas.usp.br/matrizes/article/view/145681. Acesso em: 06 jun. 2021.

MARTÍN-BARBERO, J. Poder y cultura: la insuportable hibridación. In: BOLÁN, E. N. (Org.). Voces hibridas: reflexiones em torno da obra de García Canclini. México: Siglo XXI editores / Universidad Autónoma Metropolitana, 2012.

PIOVESANA, M. BB entra no metaverso da Roblox de olho na geração dos anos 2010. CNN Brasil. Disponível em: https://www.cnnbrasil.com.br/business/bb-entra-no-metaverso-da-roblox-de-olho-na-geracao-dos-anos-2010/. Acesso em: 21 fev. 2023.

POWERS, T.; ADVINCULA,D.; AUSTIN, M. S.; GRAIKO, J. S. Digital and Social Media In the Purchase Decision Process: A Special Report from the Advertising Research Foundation. Journal of Advertising Research, n. 52, v. 4, 01 dez. 2012, p. 479-489. DOI: 10.2501/JAR-52-4-479-489

Publicação do autor, 2021.

Publicação do autor, 2019.

Publicação do autor, 2013.

Publicação do autor, 2009.

ROBLOX 2023. Roblox Corporation. Disponível em: https://corp.roblox.com/. Acesso em 20 jan. 2023.

ROLIMON’S 2023. A community-driven source of reliable values, data, and updates for Roblox limited items and helpful trading information. Disponível em: https://www.rolimons.com/ Acesso em 20 jan. 2023.

SCOLARI, C.A. Comunicación digital: recuerdos del futuro. El Profesional de la Información, n. 21, v. 4, 2012, p. 337-340. Disponível em: https://repositori.upf.edu/handle/10230/25653. Acesso em: 20 fev. 2023.

SEPPI, I. C. O sentimento de presença em mundos virtuais: a saga de Janjii Rugani, a jornada de um avatar no metaverso. 2017. Tese (Doutorado em Multimeios) – Universidade Estadual de Campinas, Instituto de Artes, Campinas, São Paulo.

SILVERSTONE, R. Por que estudar a mídia? 2. ed. São Paulo: Loyola, 2002.

SODRÉ, M. Bios midiático//The media Bios. Dispositiva, v. 2, n. 1, p. 108-110, 2013.

SROUR, R. H. Poder, cultura e ética nas organizações. 1 ed. São Paulo: Campos, 1998.

SRNICEK, N. Platform capitalism. 1. ed. Polity, 2016.

STEPHENSON, N. Snow Crash: a novel. 1. ed. New York: Del Rey / Penguin Random House, 1992.

XU; XUHENG et al. Metaverse Space Ecological Scene Design Based on Multimedia Digital Technology. Mobile Information Systems, v. 2022, 2022.

YAN, Z. A Comprehensive Overview of the Fundamental and Applications of Metaverse. SHS Web of Conferences, n. 148, v. 02007, 2022. Disponível em: https://doi.org/10.1051/shsconf/202214802007

Published

2023-12-27