Desdobrando o conceito de engajamento: revisão bibliográfica sobre seus aspectos comportamentais, emocionais e cognitivos

Thaiane Oliveira, Vanissa Wanick

Resumo


A proposta deste artigo é buscar traçar algumas aproximações conceituais sobre a noção de engajamento, abrangendo diferentes níveis de experiência dos sujeitos. Para tanto, será realizada uma revisão bibliográfica, buscando, com isso, apresentar princípios da compreensão sobre a noção de engajamento em seus aspectos comportamentais, emocionais e cognitivos, e discutir as diretrizes que influenciam a experiência do consumidor mediada pelo engajamento em jogos e em produções multiplataformas.


Palavras-chave


engajamento; jogos; interação; experiência

Texto completo:

PDF

Referências


BARAL, Stefan D. et al. The highest attainable standard of evidence (HASTE) for HIV/AIDS interventions: toward a public health approach to defining evidence. Public Health Reports, v. 127, n. 6, p. 572-584, 2012. Disponível em: < https://bit.ly/2OgE8y3>. Acesso em: 5 ago. 2018.

BIZZOCCHI, J; BEN LIN, M; TANENBAUM, J. Games, narrative and the design of interface. International Journal of Arts and Technology. v. 4, n. 4, p.460-479, 2011. Disponível em: . Acesso em: 5 ago. 2018.

BOYLE, EA; et al. Engagement in digital entertainment games: A systematic review. Computers in human behavior. v. 28, n. 3, p.771-780, 2012. Disponível em: . Acesso em: 5 ago. 2018

BROCKMYER, JH; et al. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology. Netherlands, v. 45, n. 4, p.624-634, 2009. Disponível em: . Acesso em: 5 ago. 2018.

BROWN, E.; CAIRNS, P. A grounded investigation of game immersion. In: Conference on Human Factors in Computing Systems - Proceedings. Extended Abstracts on Human Factors in Computing Systems, ACM CHI EA 2004, p.1297-1300, 2004. Disponível em: . Acesso em: 5 ago. 2018.

CALLEJA, G. Revising immersion: A conceptual model for the analysis of digital game involvement. In: Proceedings of3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007. 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, p.83-90, 2007. Disponível em: . Acesso em: 5 ago. 2018.

CARPENTIER, N. The concept of participation. If they have access and interact, do they really participate. Revista Fronteiras– estudos midiáticos, v. 14, n. 2, p. 164-177, 2012. Disponível em: . Acesso em: 5 ago. 2018.

CSIKSZENTMIHALYI, M. Finding flow: The psychology of engagement with everyday life. (The masterminds series). New York, NY, US: Basic Books, 1997.

DAHL, S; EAGLE, L; BÁEZ, C. Analyzing advergames: Active diversions or actually deception. An exploratory study of online advergames content. Young Consumers. v. 10, n. 1, p.46-59, 2009. Disponível em: . Acesso em: 5 ago. 2018.

DEAL, D. The ability of branded online games to build brand equity: An exploratory study. In: Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play. DiGRA 2005 Conference: Changing Views - Worlds in Play, 2005. Disponível em: . Acesso em: 5 ago. 2018

DETERDING, S; et al. From game design elements to gamefulness: Defining "gamification". In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek, p.9-15, 2011.

Disponível em: . Acesso em: 5 ago. 2018.

ERMI, L; MÄYRÄ, F. Fundamental components of the gameplay experience: Analysing immersion. In: Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play. DiGRA 2005 Conference: Changing Views - Worlds in Play, 2005. Disponível em: . Acesso em: 5 ago. 2018.

FALCÃO, T. Relações de Ação e Agência em World of Warcraft. Revista Mídia e Cotidiano, v. 10, n. 10, p. 5-28, 2016. Disponível em: . Acesso em: 5 ago. 2018.

HERNANDEZ, Monica. A model of flow experience as determinant of positive attitudes toward online advergames. Journal of Promotion Management. v. 17, n. 3, p.315-326, July 1, 2011. Disponível em: . Acesso em: 5 ago. 2018.

HOFFMAN, Donna L; NOVAK, Thomas P. Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing. v. 60, n. 3, p. 50-68, 1996. Disponível em: . Acesso em: 5 ago. 2018.

HULTÉN, B. Sensory marketing: The multi-sensory brand-experience concept. European Business Review. v. 23, n. 3, p.256-273, 2011. Disponível em: . Acesso em: 5 ago. 2018.

INTEGRATED MEDIA MEASUREMENT, Inc. Understanding the true value of multiplatform advertising. New York: Author, 2018.

JENKINS, Henry. The cultural logic of media convergence. International Journal of Cultural Studies. v. 7, n. 1, p.33-43, 2004. Disponível em: . Acesso em: 5 ago. 2018

______. Convergence culture: where old and new media collide. New York ; London : New York University Press, 2008.

JENNETT, C; et al. Measuring and defining the experience of immersion in games. International journal of Human-Computer Studies. v. 66, n. 9, p.641-661, 2008. Disponível em: . Acesso em: 5 ago. 2018.

JOHNSON, D; WILES, J. Effective affective user interface design in games. Ergonomics. United Kingdom, v. 46, n. 13-14, p.1332-1345, 2003. Disponível em: . Acesso em: 5 ago. 2018.

LIVINGSTONE, S. Media literacy and the challenge of new information and communication technologies. Communication Review. v. 7, n. 1,p. 3-14, 2004. Disponível em: . Acesso em: 5 ago. 2018.

MARRA, G. S; DAMACENA, C. Engajamento do Consumidor: revisão teórica do conceito e seus antecedentes. REGE. Revista de Gestão. v. 20, n. 2, p. p.233-249, Apr. 1, 2013. Disponível em: . Acesso em: 5 ago. 2018.

MCGONIGAL, J. Reality is broken: why games make us better and how they can change the world. London : Vintage, 2012.

MOREIRA, A.; PONTELO, I. Níveis de engajamento em uma atividade prática de Física com aquisição automática de dados. Revista Brasileira de Pesquisa em Educação em Ciências.v. 9, n. 2, p.148-167,2009.

Disponível em: . Acesso em: 5 ago. 2018

MURRAY, J. H. Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge, Mass.: MIT Press, 1997.

NAPOLI, Philip. Audience evolution and the future of audience research. JMM International Journal on Media Management. v. 14, n. 2, p.79-97, 2012. Disponível em: . Acesso em: 5 ago. 2018.

O'BRIEN, H; O'BRIEN, HL; TOMS, EG. What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American society for information science and technology. v. 59, n. 6, p.938-955. Disponível em: . Acesso em: 5 ago. 2018.

OLIVEIRA, T.; WANICK, V.;DA MATTA, T. Experiences in multi-platform campaigns: Similarities between game engagement and advertising engagement in virtual reality. In, Yang, Kenneth (ed.) Multi-Platform Advertising Strategies in the Global Marketplace. IGI Global, p. 81-117, 2018, DOI:10.4018/978-1-5225-3114-2.ch004.

QIN, H; RAU, PP; SALVENDY, G. Effects of different scenarios of game difficulty on player immersion. Interacting with computers. v. 22, n. 3, p.230-239, 2009. Disponível em: . Acesso em: 5 ago. 2018.

RYAN, RM; DECI, EL. Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology. Netherlands, v. 25, n. 1, p.54-67, Jan. 2000. Disponível em: . Acesso em: 5 ago. 2018.

RYAN, R; PRZYBYLSKI, A; RIGBY, C. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion. v. 30, n. 4, p.347-363, 2006. Disponível em: . Acesso em: 5 ago. 2018

SWEETSER, P; et al. GameFlow in Different Game Genres and Platforms. Computers in Entertainment. v. 15, n. 3, p.1-24, 2017. Disponível em: . Acesso em: 5 ago. 2018

VAN DOORN, J; et al. Customer engagement behavior: Theoretical foundations and research directions. Journal of Service Research. US, v. 13, n. 3, p.253-266, 2010. DOI https://doi.org/10.1177/1094670510375599

VIVEK, S. A scale of consumer engagement. Tese (Dourado em Filosofia). The University of Alabama Tuscaloosa. 2009.

WANG, A. Advertising Engagement: A Driver of Message Involvement on Message Effects. Journal of Advertising Research. v. 46, n. 4, p.355-368, 2006. Disponível em: . Acesso em: 5 ago. 2018.

WERBACH, K.; HUNTER, D. For the win: How game thinking can revolutionize your business. Pensylvannia, Wharton Digital Press, 2012.

WARDRIP-FRUIN, N; et al. Agency reconsidered. Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA, 2009. Disponível em: . Acesso em: 5 ago. 2018.

WISE, K; et al. Enjoyment of Advergames and Brand Attitudes: The Impact of Thematic Relevance. Journal of Interactive Advertising. v. 9, n. 1, p. 14-29, 2008. Disponível em: < Disponível em: . Acesso em: 5 ago. 2018.

ZICHERMANN, GABE; CUNNINGHAM, Christopher. Gamification by design : implementing game mechanics in web and mobile apps. Sebastopol. Calif: O'Reilly Media, 2011.

ZOMERDIJK, L. G.; VOSS, C. A. Service design for experience-centric services. Journal of Service Research, v. 13, n. 1, p. 67-82, 2010. Disponível em: . Acesso em: 5 ago. 2018


Métricas do artigo

Carregando Métricas ...

Metrics powered by PLOS ALM

Apontamentos

  • Não há apontamentos.


Universidade Federal de Juiz de Fora

Programa de Pós-graduação em Comunicação
Lumina - Revista do Programa de Pós-Graduação em Comunicação da Universidade Federal de Juiz de Fora

E-mail: revista.lumina@ufjf.edu.br

Classificação Qualis-CAPES : B1

ISSN 1516-0785 | e-ISSN 1981-4070

Diretórios e Indexadores:

Siga a Lumina