Gamificação na fast fashion Shein : engajamento nas práticas de consumo de moda online
| Ano de defesa: | 2025 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| 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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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). No. of bitstreams: 1 Maria da Glória Marques de Paula Barreto.pdf: 3014345 bytes, checksum: 6b377bd028e6464cacbc87d5dc952b81 (MD5) Previous issue date: 2025-03-25application/pdfhttp://tede2.espm.br/retrieve/2928/Maria%20da%20Gl%c3%b3ria%20Marques%20de%20Paula%20Barreto.pdf.jpgporEscola Superior de Propaganda e MarketingPrograma de Mestrado em Comunicação e Práticas de ConsumoESPMBrasilESPM::Pós-Graduação Stricto SensuComunicação e Consumo; Gamificação; Moda online; SheinCommunication and Consumption; Gamification; Online Fashion; SheinCIENCIAS SOCIAIS APLICADAS::COMUNICACAOGamificação na fast fashion Shein : engajamento nas práticas de consumo de moda onlineinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis1478719854366591830500500600-4455193753091852328-4056021055502874573info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da ESPMinstname:Escola Superior de Propaganda e Marketing (ESPM)instacron:ESPMTHUMBNAILMaria da Glória Marques de Paula Barreto.pdf.jpgMaria da Glória Marques de Paula Barreto.pdf.jpgimage/jpeg4023http://tede2.espm.br:8080/tede/bitstream/tede/816/4/Maria+da+Gl%C3%B3ria+Marques+de+Paula+Barreto.pdf.jpg2a7b4ac50b4138a695d41f1a36e6aed8MD54TEXTMaria da Glória Marques de Paula Barreto.pdf.txtMaria da Glória Marques de Paula Barreto.pdf.txttext/plain302348http://tede2.espm.br:8080/tede/bitstream/tede/816/3/Maria+da+Gl%C3%B3ria+Marques+de+Paula+Barreto.pdf.txtcc06bb36c7b6d6dcc00c3db67164a070MD53ORIGINALMaria da Glória Marques de Paula Barreto.pdfMaria da Glória Marques de Paula Barreto.pdfapplication/pdf3014345http://tede2.espm.br:8080/tede/bitstream/tede/816/2/Maria+da+Gl%C3%B3ria+Marques+de+Paula+Barreto.pdf6b377bd028e6464cacbc87d5dc952b81MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-81912http://tede2.espm.br:8080/tede/bitstream/tede/816/1/license.txt652c58b294e08ded719d10bdbc42f8ceMD51tede/8162025-04-25 01:00:17.56oai:tede2.espm.br: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Biblioteca Digital de Teses e Dissertaçõeshttps://tede2.espm.br/http://tede2.espm.br/oai/requestacervodigital@espm.br||hribeiro@espm.bropendoar:2025-04-25T04:00:17Biblioteca Digital de Teses e Dissertações da ESPM - Escola Superior de Propaganda e Marketing (ESPM)false |
| 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. |
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2025 |
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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] . |
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http://tede2.espm.br/handle/tede/816 |
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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] . |
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