Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas

Every day the public is bombarded with thousands of advertisements on the Internet, most of them are discarded automatically. In this process countless brands lose relevance. Data show that millions of users use apps that block advertising display on electronic devices, it shows that the consumer, p...

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Main Authors: Adriana Bernadete Barros Carvalho Garcia, Karla Cristina Bastos de Souza, Paulo Marcelo Canettieri de Almeida
Format: Article
Language:English
Published: Centro Universitário Teresa D'Ávila - UNIFATEA 2017-07-01
Series:ECCOM
Subjects:
Online Access:http://publicacoes.fatea.br/index.php/eccom/article/viewFile/1909/1376
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spelling doaj-4102101545644ee588b16641fd2322fc2020-11-25T02:38:49ZengCentro Universitário Teresa D'Ávila - UNIFATEAECCOM2177-50872017-07-01816171192Gamificação: Ferramenta De Engajamento Entre Geração Y E MarcasAdriana Bernadete Barros Carvalho Garcia 0Karla Cristina Bastos de Souza1Paulo Marcelo Canettieri de Almeida2Graduação em Publicidade e Propaganda (Unitau), Pós-Graduação em Administração de Marketing (FAAP), MBA em Gestão de Produção (UNESP), mestre em Engenharia de Mecânica, área de Gestão e Otimização (UNESP). Professora e Coordenadora do MBA em Marketing no Centro Universitário Teresa D´ÁvilaGraduação em Design (Teresa D’Ávila, Lorena Bacharelado) pela Faculdade Integrada – SPGraduação em Administração (Bacharelado) pela UNITAU, Taubaté – SPEvery day the public is bombarded with thousands of advertisements on the Internet, most of them are discarded automatically. In this process countless brands lose relevance. Data show that millions of users use apps that block advertising display on electronic devices, it shows that the consumer, particularly the Generation Y, is exhausted from traditional online advertising. The disinterest that advertising has generated in the public shows that it is more than necessary to review the way of communication between company and client. This paper investigates the Gamification, a term that refers to the use of game mechanics in different areas, as an alternative of interaction between the individual and an organization.http://publicacoes.fatea.br/index.php/eccom/article/viewFile/1909/1376GamificationGamesDigital MarketingAdvertisingConsumer behaviorGeneration Y
collection DOAJ
language English
format Article
sources DOAJ
author Adriana Bernadete Barros Carvalho Garcia
Karla Cristina Bastos de Souza
Paulo Marcelo Canettieri de Almeida
spellingShingle Adriana Bernadete Barros Carvalho Garcia
Karla Cristina Bastos de Souza
Paulo Marcelo Canettieri de Almeida
Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas
ECCOM
Gamification
Games
Digital Marketing
Advertising
Consumer behavior
Generation Y
author_facet Adriana Bernadete Barros Carvalho Garcia
Karla Cristina Bastos de Souza
Paulo Marcelo Canettieri de Almeida
author_sort Adriana Bernadete Barros Carvalho Garcia
title Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas
title_short Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas
title_full Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas
title_fullStr Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas
title_full_unstemmed Gamificação: Ferramenta De Engajamento Entre Geração Y E Marcas
title_sort gamificação: ferramenta de engajamento entre geração y e marcas
publisher Centro Universitário Teresa D'Ávila - UNIFATEA
series ECCOM
issn 2177-5087
publishDate 2017-07-01
description Every day the public is bombarded with thousands of advertisements on the Internet, most of them are discarded automatically. In this process countless brands lose relevance. Data show that millions of users use apps that block advertising display on electronic devices, it shows that the consumer, particularly the Generation Y, is exhausted from traditional online advertising. The disinterest that advertising has generated in the public shows that it is more than necessary to review the way of communication between company and client. This paper investigates the Gamification, a term that refers to the use of game mechanics in different areas, as an alternative of interaction between the individual and an organization.
topic Gamification
Games
Digital Marketing
Advertising
Consumer behavior
Generation Y
url http://publicacoes.fatea.br/index.php/eccom/article/viewFile/1909/1376
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