Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Barreto, Maria da Glória Marques de Paula
Orientador(a): Castro , Gisela G. da Silva
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Escola Superior de Propaganda e Marketing
Programa de Pós-Graduação: Programa de Mestrado em Comunicação e Práticas de Consumo
Departamento: ESPM::Pós-Graduação Stricto Sensu
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://tede2.espm.br/handle/tede/816
Resumo: This study explores the influence of gamification on online fashion consumption, with a particular focus on the fast fashion platform Shein. To examine this phenomenon, a qualitative and empirical methodology was employed, structured in three main stages: four months of participant observation, quantitative and qualitative analysis, and discourse practice analysis. Conducted between May 2023 and February 2025, the study reveals that Shein leverages rewards, exclusive groups, daily challenges, and mini games to enhance consumer engagement and increase retention on its platforms. Additionally, product reviews have emerged as the brand’s most widely adopted consumer engagement strategy. In this practice, consumers assess purchased products through written reviews, photos, and personal details. This process mobilizes various media competencies in exchange for points that serve as discounts on future purchases, creating a continuous cycle of purchasing, reviewing, earning discounts, and purchasing again. This cycle perpetuates ongoing consumption. At first glance, these reviews may appear to be mere accounts of consumer experiences. However, once posted on the brand’s platforms, they become commodities, as their content serves as a form of product endorsement. Only those who choose not to return their purchases leave reviews. These original, user generated texts from real individuals become part of the product description, attracting new consumers, generating additional sales, and further promoting the brand. In this context, gamification extends beyond a simple entertainment feature or marketing strategy; rather, it captures consumer attention, fosters loyalty, and reinforces participation in prosumption. This dynamic is increasingly prevalent in the landscape of digital capitalism. Ultimately, consumers engaging in communicative and performative practices play a strategic role, voluntarily contributing to the brand’s commercial success – through sales, engagement, and customer retention – and shaping its corporate reputation, including credibility, brand image, and public perception.
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spelling Castro , Gisela G. da SilvaBarreto, Maria da Glória Marques de Paula2025-04-24T18:40:14Z2025-03-25Barreto, Maria da Glória Marques de Paula. Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online. 2025. [129 f.]. Dissertação (Programa de Mestrado em Comunicação e Práticas de Consumo) - Escola Superior de Propaganda e Marketing, [São Paulo] .http://tede2.espm.br/handle/tede/816This study explores the influence of gamification on online fashion consumption, with a particular focus on the fast fashion platform Shein. To examine this phenomenon, a qualitative and empirical methodology was employed, structured in three main stages: four months of participant observation, quantitative and qualitative analysis, and discourse practice analysis. Conducted between May 2023 and February 2025, the study reveals that Shein leverages rewards, exclusive groups, daily challenges, and mini games to enhance consumer engagement and increase retention on its platforms. Additionally, product reviews have emerged as the brand’s most widely adopted consumer engagement strategy. In this practice, consumers assess purchased products through written reviews, photos, and personal details. This process mobilizes various media competencies in exchange for points that serve as discounts on future purchases, creating a continuous cycle of purchasing, reviewing, earning discounts, and purchasing again. This cycle perpetuates ongoing consumption. At first glance, these reviews may appear to be mere accounts of consumer experiences. However, once posted on the brand’s platforms, they become commodities, as their content serves as a form of product endorsement. Only those who choose not to return their purchases leave reviews. These original, user generated texts from real individuals become part of the product description, attracting new consumers, generating additional sales, and further promoting the brand. In this context, gamification extends beyond a simple entertainment feature or marketing strategy; rather, it captures consumer attention, fosters loyalty, and reinforces participation in prosumption. This dynamic is increasingly prevalent in the landscape of digital capitalism. Ultimately, consumers engaging in communicative and performative practices play a strategic role, voluntarily contributing to the brand’s commercial success – through sales, engagement, and customer retention – and shaping its corporate reputation, including credibility, brand image, and public perception.Esta pesquisa buscou investigar como a gamificação tem influenciado as práticas de consumo de moda online, mais precisamente nas plataformas da fast fashion Shein. Para compreender esse processo, foi adotada uma metodologia qualitativa e empírica, estruturada em três etapas principais: observação participante por quatro meses, análise quantitativa e qualitativa e, por fim, análise da prática discursiva. O estudo, realizado de maio de 2023 a fevereiro de 2025, revelou que através de recompensas, grupos exclusivos, desafios diários e mini games a varejista Shein encontrou um meio de engajar seus consumidores e aumentar sua permanência em suas plataformas. A produção de resenhas para avaliar os produtos é a estratégia de maior adesão entre os consumidores da marca. Nesta atividade, os consumidores avaliam os produtos comprados por meio de textos, fotos e informações pessoais. A tarefa mobiliza diversas competências midiáticas em troca de pontos que valem desconto em compras futuras. Cria-se um ciclo de comprar, avaliar, receber descontos, comprar novamente, avaliar em um jogo que não acaba e promove um consumo contínuo. Tais resenhas avaliativas parecem, à primeira vista, apenas relatos de experiências de consumo. Mas ao serem postadas nas plataformas da marca, se tornam uma mercadoria, já que seu conteúdo narra uma espécie de recomendação do item, uma vez que só comenta o produto quem não optou pela devolução da compra. São textos inéditos que fazem menção a pessoas – e corpos – reais, que passam a compor a descrição do produto, podendo atrair outros usuários, gerando novas vendas e promovendo a marca. A gamificação, neste caso, não se restringe a uma atividade lúdica ou uma estratégia de marketing. Captura a atenção do consumidor e estimula sua fidelidade e sua adesão ao prossumo. Tal dinâmica se torna recorrente no capitalismo digital. Concluímos que os consumidores que se engajam em práticas comunicativas e performativas desempenham um papel estratégico ao contribuírem, voluntariamente, com o fortalecimento comercial (vendas, engajamento e fidelização) e a construção da reputação empresarial (credibilidade, imagem, percepção pública) da marca.Submitted by Ana Cristina Ropero (ana@espm.br) on 2025-04-24T18:39:47Z No. of bitstreams: 1 Maria da Glória Marques de Paula Barreto.pdf: 3014345 bytes, checksum: 6b377bd028e6464cacbc87d5dc952b81 (MD5)Approved for entry into archive by Ana Cristina Ropero (ana@espm.br) on 2025-04-24T18:39:56Z (GMT) No. of bitstreams: 1 Maria da Glória Marques de Paula Barreto.pdf: 3014345 bytes, checksum: 6b377bd028e6464cacbc87d5dc952b81 (MD5)Approved for entry into archive by Ana Cristina Ropero (ana@espm.br) on 2025-04-24T18:40:05Z (GMT) No. of bitstreams: 1 Maria da Glória Marques de Paula Barreto.pdf: 3014345 bytes, checksum: 6b377bd028e6464cacbc87d5dc952b81 (MD5)Made available in DSpace on 2025-04-24T18:40:14Z (GMT). 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dc.title.por.fl_str_mv Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
title Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
spellingShingle Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
Barreto, Maria da Glória Marques de Paula
Comunicação e Consumo; Gamificação; Moda online; Shein
Communication and Consumption; Gamification; Online Fashion; Shein
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
title_full Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
title_fullStr Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
title_full_unstemmed Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
title_sort Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
author Barreto, Maria da Glória Marques de Paula
author_facet Barreto, Maria da Glória Marques de Paula
author_role author
dc.contributor.advisor1.fl_str_mv Castro , Gisela G. da Silva
dc.contributor.author.fl_str_mv Barreto, Maria da Glória Marques de Paula
contributor_str_mv Castro , Gisela G. da Silva
dc.subject.por.fl_str_mv Comunicação e Consumo; Gamificação; Moda online; Shein
topic Comunicação e Consumo; Gamificação; Moda online; Shein
Communication and Consumption; Gamification; Online Fashion; Shein
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Communication and Consumption; Gamification; Online Fashion; Shein
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description This study explores the influence of gamification on online fashion consumption, with a particular focus on the fast fashion platform Shein. To examine this phenomenon, a qualitative and empirical methodology was employed, structured in three main stages: four months of participant observation, quantitative and qualitative analysis, and discourse practice analysis. Conducted between May 2023 and February 2025, the study reveals that Shein leverages rewards, exclusive groups, daily challenges, and mini games to enhance consumer engagement and increase retention on its platforms. Additionally, product reviews have emerged as the brand’s most widely adopted consumer engagement strategy. In this practice, consumers assess purchased products through written reviews, photos, and personal details. This process mobilizes various media competencies in exchange for points that serve as discounts on future purchases, creating a continuous cycle of purchasing, reviewing, earning discounts, and purchasing again. This cycle perpetuates ongoing consumption. At first glance, these reviews may appear to be mere accounts of consumer experiences. However, once posted on the brand’s platforms, they become commodities, as their content serves as a form of product endorsement. Only those who choose not to return their purchases leave reviews. These original, user generated texts from real individuals become part of the product description, attracting new consumers, generating additional sales, and further promoting the brand. In this context, gamification extends beyond a simple entertainment feature or marketing strategy; rather, it captures consumer attention, fosters loyalty, and reinforces participation in prosumption. This dynamic is increasingly prevalent in the landscape of digital capitalism. Ultimately, consumers engaging in communicative and performative practices play a strategic role, voluntarily contributing to the brand’s commercial success – through sales, engagement, and customer retention – and shaping its corporate reputation, including credibility, brand image, and public perception.
publishDate 2025
dc.date.accessioned.fl_str_mv 2025-04-24T18:40:14Z
dc.date.issued.fl_str_mv 2025-03-25
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dc.identifier.citation.fl_str_mv Barreto, Maria da Glória Marques de Paula. Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online. 2025. [129 f.]. Dissertação (Programa de Mestrado em Comunicação e Práticas de Consumo) - Escola Superior de Propaganda e Marketing, [São Paulo] .
dc.identifier.uri.fl_str_mv http://tede2.espm.br/handle/tede/816
identifier_str_mv Barreto, Maria da Glória Marques de Paula. Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online. 2025. [129 f.]. Dissertação (Programa de Mestrado em Comunicação e Práticas de Consumo) - Escola Superior de Propaganda e Marketing, [São Paulo] .
url http://tede2.espm.br/handle/tede/816
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