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

  • Thaiane Oliveira UFF
  • Vanissa Wanick University of Southampton
Palavras-chave: engajamento, jogos, interação, experiência

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.

Downloads

Não há dados estatísticos.

Biografia do Autor

Thaiane Oliveira, UFF
Doutora em comunicação, Professora do Programa de Pós-graduação em Comunicação da Universidade Federal Fluminense. Líder do Grupo de Pesquisa "Laboratório de Experiências em Engajamento e Transformações da Audiência"
Vanissa Wanick, University of Southampton
PHD in Design from University of Southampton (UK)

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
Publicado
2018-08-30
Como Citar
OLIVEIRA, T.; WANICK, V. Desdobrando o conceito de engajamento: revisão bibliográfica sobre seus aspectos comportamentais, emocionais e cognitivos. Lumina, v. 12, n. 2, p. 150-171, 30 ago. 2018.