As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso
| 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: |
Não Informado pela instituição
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| Programa de Pós-Graduação: |
Não Informado pela instituição
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Área do conhecimento CNPq: | |
| Link de acesso: | http://repositorio.ufc.br/handle/riufc/81210 |
Resumo: | This study aims to analyze the activation of the iFood brand on the Brazilian server of GTA RP, Cidade Alta, comparing it with its actions in the offline environment. The objective is to identify the brand's positioning and interaction in this virtual space, map its online activations and compare these strategies with those adopted in the real world, to understand the similarities and differences between these contexts. Furthermore, the research investigates whether brand activations in the metaverse can signal potential trends in communication with new generations, analyzing players' response and engagement with these initiatives. The research contextualizes the game Grand Theft Auto V and its transformation into GTA Roleplay, facilitated by game modding (Sihvonen, 2011). Examines the role of video games as advertising media and highlights the rise of GTA RP as a significant advertising space in 2021, evidenced by increased corporate sponsorship in the game. The analysis addresses the history and distinctive characteristics of roleplaying games, exploring the concepts of roleplay (Caillois, 1990) and immersion (Murray, 2003) to understand the players' experience and the construction of narratives within the virtual environment of GTA RP. Using qualitative methods, such as content analysis and case studies, the study contributes to understanding the role of brands in emerging virtual environments and their implications for communicating with young audiences. Data collection and analysis will be carried out based on materials produced during the brand's action, available online. The relevance of the work is evidenced by its contribution to explaining the gradual insertion of brands into the metaverse and its relationship with the growing popularity of electronic games in Brazil. |
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Carneiro, Jordana da SilvaTeixeira, Juliana Fernandes2025-06-06T21:57:51Z2025-06-06T21:57:51Z2025CARNEIRO, Jordana da Silva. As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso. 2025. 115 f. Dissertação (Mestrado em Comunicação) – Instituto de Cultura e Arte, Universidade Federal do Ceará, 2025.http://repositorio.ufc.br/handle/riufc/81210This study aims to analyze the activation of the iFood brand on the Brazilian server of GTA RP, Cidade Alta, comparing it with its actions in the offline environment. The objective is to identify the brand's positioning and interaction in this virtual space, map its online activations and compare these strategies with those adopted in the real world, to understand the similarities and differences between these contexts. Furthermore, the research investigates whether brand activations in the metaverse can signal potential trends in communication with new generations, analyzing players' response and engagement with these initiatives. The research contextualizes the game Grand Theft Auto V and its transformation into GTA Roleplay, facilitated by game modding (Sihvonen, 2011). Examines the role of video games as advertising media and highlights the rise of GTA RP as a significant advertising space in 2021, evidenced by increased corporate sponsorship in the game. The analysis addresses the history and distinctive characteristics of roleplaying games, exploring the concepts of roleplay (Caillois, 1990) and immersion (Murray, 2003) to understand the players' experience and the construction of narratives within the virtual environment of GTA RP. Using qualitative methods, such as content analysis and case studies, the study contributes to understanding the role of brands in emerging virtual environments and their implications for communicating with young audiences. Data collection and analysis will be carried out based on materials produced during the brand's action, available online. The relevance of the work is evidenced by its contribution to explaining the gradual insertion of brands into the metaverse and its relationship with the growing popularity of electronic games in Brazil.Este estudo visa analisar a ativação da marca iFood no servidor brasileiro de GTA RP, Cidade Alta, comparando-a com suas ações no ambiente das redes sociais digitais. O objetivo é identificar o posicionamento e a interação da marca nesse espaço virtual, mapear suas ativações online e comparar essas estratégias com as adotadas nas postagens realizadas pela marca no Instagram, para compreender as semelhanças e diferenças entre esses contextos. A pesquisa contextualiza o jogo Grand Theft Auto V e sua transformação em GTA Roleplay, facilitada pelo game modding (Sihvonen, 2011). Examina o papel dos videogames como mídias publicitárias e destaca a ascensão do GTA RP como um espaço publicitário significativo em 2021, evidenciado pelo aumento do patrocínio de empresas no jogo. A análise aborda a história e as características distintivas dos roleplaying games, explorando os conceitos de roleplay (Caillois, 1990) e imersão (Murray, 2003) para entender a experiência dos jogadores e a construção de narrativas dentro do ambiente virtual de GTA RP. Utilizando métodos qualitativos, como análise de conteúdo e estudo de caso, o estudo contribui para a compreensão do papel das marcas em ambientes virtuais emergentes e suas implicações na comunicação com o público jovem, sobretudo no contexto das redes sociais digitais, como o Instagram (no contexto externo ao jogo). A coleta e análise dos dados serão realizadas a partir dos materiais produzidos para a referida rede social durante a ação da marca, disponíveis online. A relevância do trabalho é evidenciada pela sua contribuição para a explicação da inserção gradual das marcas no metaverso e sua relação com a crescente popularidade dos jogos eletrônicos no Brasil.As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de casoIFood's brand communication strategies on the Cidade Alta GTA RP server: a case studyinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisIfoodAtivação de marcasJogos onlineRedes sociais digitaisGTA RP Cidade AltaIfoodBrand activationOnline gamesDigital social networksGTA RP Cidade AltaCNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAOinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttps://orcid.org/0000-0003-4266-1387https://lattes.cnpq.br/2604243288905344https://orcid.org/0000-0002-0631-7194http://lattes.cnpq.br/69722730270444122025-06-06ORIGINAL2025_dis_jscarneiro.pdf2025_dis_jscarneiro.pdfapplication/pdf4451951http://repositorio.ufc.br/bitstream/riufc/81210/3/2025_dis_jscarneiro.pdfeb79cf1aec338a23ef110f6ccace2593MD53LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/81210/4/license.txt8a4605be74aa9ea9d79846c1fba20a33MD54riufc/812102025-06-06 18:57:54.604oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-06-06T21:57:54Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false |
| dc.title.pt_BR.fl_str_mv |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| dc.title.en.pt_BR.fl_str_mv |
IFood's brand communication strategies on the Cidade Alta GTA RP server: a case study |
| title |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| spellingShingle |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso Carneiro, Jordana da Silva CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO Ifood Ativação de marcas Jogos online Redes sociais digitais GTA RP Cidade Alta Ifood Brand activation Online games Digital social networks GTA RP Cidade Alta |
| title_short |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| title_full |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| title_fullStr |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| title_full_unstemmed |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| title_sort |
As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso |
| author |
Carneiro, Jordana da Silva |
| author_facet |
Carneiro, Jordana da Silva |
| author_role |
author |
| dc.contributor.author.fl_str_mv |
Carneiro, Jordana da Silva |
| dc.contributor.advisor1.fl_str_mv |
Teixeira, Juliana Fernandes |
| contributor_str_mv |
Teixeira, Juliana Fernandes |
| dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
| topic |
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO Ifood Ativação de marcas Jogos online Redes sociais digitais GTA RP Cidade Alta Ifood Brand activation Online games Digital social networks GTA RP Cidade Alta |
| dc.subject.ptbr.pt_BR.fl_str_mv |
Ifood Ativação de marcas Jogos online Redes sociais digitais GTA RP Cidade Alta |
| dc.subject.en.pt_BR.fl_str_mv |
Ifood Brand activation Online games Digital social networks GTA RP Cidade Alta |
| description |
This study aims to analyze the activation of the iFood brand on the Brazilian server of GTA RP, Cidade Alta, comparing it with its actions in the offline environment. The objective is to identify the brand's positioning and interaction in this virtual space, map its online activations and compare these strategies with those adopted in the real world, to understand the similarities and differences between these contexts. Furthermore, the research investigates whether brand activations in the metaverse can signal potential trends in communication with new generations, analyzing players' response and engagement with these initiatives. The research contextualizes the game Grand Theft Auto V and its transformation into GTA Roleplay, facilitated by game modding (Sihvonen, 2011). Examines the role of video games as advertising media and highlights the rise of GTA RP as a significant advertising space in 2021, evidenced by increased corporate sponsorship in the game. The analysis addresses the history and distinctive characteristics of roleplaying games, exploring the concepts of roleplay (Caillois, 1990) and immersion (Murray, 2003) to understand the players' experience and the construction of narratives within the virtual environment of GTA RP. Using qualitative methods, such as content analysis and case studies, the study contributes to understanding the role of brands in emerging virtual environments and their implications for communicating with young audiences. Data collection and analysis will be carried out based on materials produced during the brand's action, available online. The relevance of the work is evidenced by its contribution to explaining the gradual insertion of brands into the metaverse and its relationship with the growing popularity of electronic games in Brazil. |
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2025 |
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2025-06-06T21:57:51Z |
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2025-06-06T21:57:51Z |
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2025 |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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publishedVersion |
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CARNEIRO, Jordana da Silva. As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso. 2025. 115 f. Dissertação (Mestrado em Comunicação) – Instituto de Cultura e Arte, Universidade Federal do Ceará, 2025. |
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http://repositorio.ufc.br/handle/riufc/81210 |
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CARNEIRO, Jordana da Silva. As estratégias de comunicação da marca iFood no servidor de GTA RP Cidade Alta: um estudo de caso. 2025. 115 f. Dissertação (Mestrado em Comunicação) – Instituto de Cultura e Arte, Universidade Federal do Ceará, 2025. |
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