A mídia espontânea no entretenimento: Um estudo de caso da série The Umbrella Academy

IF 0.1 Q4 MANAGEMENT
Josi Nicoski Flores, D. Medeiros
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引用次数: 1

Abstract

This work seeks to identify how spontaneous media generated by fans of an entertainment product can give it amplitude, using The Umbrella Academy series as a case study. As theoretical reference we used studies on the types of media, entertainment, the definition of touchpoints and how they appear in entertainment, as well as consumer behavior, covering the consumer as a fan, according to authors such as Kotler (2000), Wheeler (2012) and Jenkins (2009). The analysis seeks to identify different types of spontaneous media, publications and actions generated by the audience of the series on the Internet, in different social media, relating them as touchpoints of the series. The result of the analysis that is composed of the survey of proprietary and paid media used by Netflix for the dissemination of the series, and also the spontaneous media generated by fans, reinforces the relationship of touchpoints to the entertainment product, expanding the reach of its dissemination.
娱乐中的自发媒体:雨伞学院系列案例研究
这项工作旨在确定娱乐产品的粉丝自发产生的媒体如何能够给它带来振幅,并以雨伞学院系列作为案例研究。根据Kotler(2000)、Wheeler(2012)和Jenkins(2009)等作者的研究,作为理论参考,我们使用了媒体类型、娱乐、接触点的定义及其在娱乐中的表现,以及消费者行为的研究,将消费者视为粉丝。该分析旨在确定系列观众在互联网上、在不同的社交媒体上产生的不同类型的自发媒体、出版物和行动,并将它们作为系列的接触点联系起来。分析结果包括对Netflix用于该系列传播的专有和付费媒体的调查,以及粉丝自发产生的媒体,加强了娱乐产品接触点的关系,扩大了其传播范围。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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20 weeks
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