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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
391

Technological Disruption in Entertainment: Navigating the Film Industry's Dynamic Relationship to the Consumer

Simon, Samantha Mea 01 January 2017 (has links)
The following thesis acts as a critical cultural progression report surrounding the current technological disruption in the entertainment industry and its impact on consumers. This begins with a study of the history starting in 1910 and covers the urbanization of America during the Industrial Revolution, the developing fan experience, a history of consumer demands in relation to oligopolistic principles and the blockbuster method, the invention and influence of the television, and the current effect of technological advancement in the entertainment industry. Following this historical overview, four chapters will study different methods of analysis covering the intricacies of the current technological disruption using four theories: population ecology, media systems dependency, the mainstream cult, and convergence and participatory culture. The culmination of this work will consist of drawing together the history, the theories, and the contemporary examples into a conclusion about the fate of the media oligopoly in which this researcher points to the importance of seamless integration between the media industry and the consumer by way of three possible outcomes.
392

Le Triomphe de la Folie sur la scène de l’Académie Royale de Musique, portrait d’une figure entre 1697 et 1718 / The Triumph of Folly on the stage of the Académie Royale de Musique, portrait of an allegorical figure between 1697 and 1718

Tanguy, Camille 27 January 2014 (has links)
Ce travail est consacré à l’étude du personnage allégorique de la Folie sur la scène de l’Académie Royale de Musique entre 1697 et 1718. Qu’il soit suggéré ou personnifié, ce caractère féminin est abondamment présent dans les spectacles de cette période. A la fin du règne de Louis XIV, la Folie fait peu à peu son entrée à l’Opéra. Entourée de Momus, du Carnaval, de Bacchus, de l’Amour et des personnages de la commedia dell’arte, la Folie « ramène les tendres Jeux », « chasse la Raison cruelle » et invite sans cesse à « goûter les charmes de la vie ». En accédant à l’Opéra, cette figure extravagante et enjouée signale une évolution de ton qui préfigure le changement de mœurs associé à la Régence. Mais au-delà de la philosophie hédoniste qu’elle dispense, quel est le sens caché des paroles de la Folie ? Faut-il voir dans la présence de ce personnage une remise en cause de l’ordre établi, de la politique sociale et de l’austérité marquant la fin du règne ? Son utilisation permet-elle, sous la couverture d’une « maladie de l’âme », de critiquer la politique et les mœurs de Louis XIV ? Qui se cachent derrière le discours subversif de la Folie ? Quel est le rôle de cette figure dans les débats esthétiques de l’époque ? Cette recherche explore le rôle, ainsi que le traitement musical, dramatique et scénique d’une telle figure à travers l’étude d’ouvrages créés à l’Opéra. Nous proposons ici un portrait physique, moral et social de la Folie, à la lumière de multiples documents musicaux, textuels et iconographiques de l’époque, et présentons différents traits de caractère du personnage et plusieurs thèmes qui lui sont liés afin de comprendre les raisons de sa présence à cette époque. / This work is devoted to the study of the allegorical figure of Folly on the stage of the Académie Royale de Musique between 1697 and 1718. Suggested or personified, this female character is abundantly present in the spectacles of this period. At the end of the reign of Louis XIV, Folly appears little by little at the Opera. Surrounded by Momus, Carnival, Bacchus, the god of love and the characters of the commedia dell'arte, Folly "brings back the soft Games", "banishes the cruel Reason" and continually invites to "taste the charms of life”. By accessing the Opera, this extravagant and playful figure indicates a change of tone that foreshadows the changing attitudes of the Regency. But beyond the hedonistic philosophy that she provides, what is the hidden meaning of Folly’s words? Should we see a calling into question of the established order, the social policy and the austerity marking the end of the reign? Does its use allow, under the cover of a “disease of the soul”, to criticize the policy and manners of Louis XIV? Who hides behind the subversive speech of Folly? What is the role of this figure in the aesthetic debates of the period? This research explores the role, as well as musical, dramatic and scenic treatments of such a figure through the study of works created at the Opera. We propose here a physical, moral and social portrait of Folly, in the light of multiple musical, textual and iconographic documents of the time, and present different character traits and several themes that are related to it in order to understand the reasons for its presence at this time
393

Approche psychosociale de la structuration des perspectives temporelles en contexte d'incertitude d'emploi : le cas des intermittents du spectacle / Time perspective construction in professional precariousness situation : social comparisons in entertainment jobs

Beder, Aude 26 September 2017 (has links)
La présente recherche s’inscrit dans un contexte d’emploi particulier, celui de l’intermittence du spectacle qui est un mode d’affiliation spécifique au régime de l’assurance-chômage. Si, au départ, ce régime est avantageux dans la mesure où il s’adapte à des métiers qui ne permettent pas de travailler de manière continue par la compensation, sous forme d’indemnités-chômage, des aléas de la vie professionnelle, les réformes successives, dont il a fait l’objet, et notamment le protocole de 2003, ont profondément modifié les règles qui prévalaient jusqu’alors en matière de gestion temporelle de l’emploi et de l’activité de travail pour les techniciens et les artistes du spectacle, introduisant un principe de « double incertitude ».L’objectif de cette thèse est de contribuer à la production des connaissances sur la manière dont se construisent les Perspectives Temporelles dans des contextes socio-professionnels marqués par une forte instabilité et une incertitude accrue, en appréhendant le rôle des processus comparatifs mis en œuvre par les individus dans le sens qu’ils accordent à leurs expériences.Nous avons rencontrés 20 intermittents du spectacle, dont 10 techniciens du spectacle (annexe 8) et 10 artistes (annexe 10). Selon une approche essentiellement qualitative (Delory-Momberger, 2013), nous avons effectué des entretiens semi-directifs de type « récits de vie » (Bertaux, 1984). Les données recueillies ont fait l’objet d’une double analyse lexicométrique et phénoménologique. Nos résultats montrent que la relation existant entre les modalités d’inscription dans une situation plus ou moins précarisée et la construction des perspectives temporelles est médiatisée par des processus de comparaison sociale mis en œuvre par les individus dans leurs différentes sphères de vie et dont l’issue va contribuer à l’orientation (ou à la réorientation) de ces perspectives temporelles et au vécu de cette situation. / This research deals with a particular context of employment: occasional work in the entertainment industry, which is a mode of affiliation which is specific to the system of unemployment insurance. At first, this system was advantageous, insofar as it was compatible with jobs which cannot provide continuous work - thanks to the compensation of the hazards of work life through unemployment indemnities. However, the succeeding reforms - especially the 2003 protocol – deeply changed the regulations which had up to then prevailed in the time management of jobs and professional activities for technicians and artists in the entertainment industry, by initiating a principle of « double uncertainty ».The aim of this dissertation is to contribute to widen the knowledge about the way Temporal Perspectives develop in socio-professional contexts amid which heavy instability and increased uncertainty occur. In order to do so, this paper attempts to grasp the role of the comparative processes carried out by individuals in the meaning they attribute to their life experiences.We have met with 20 occasional entertainment workers, among whom 10 entertainment technicians (appendix 8) and 10 artists (appendix 10). Following a thoroughly qualitative approach (Delory-Momberger, 2013), we have carried out semi-guiding interviews in form of « life narratives » (Bertaux, 1884). The data gathered was submitted to a double analysis: lexicometric and phenomenological.The results show that the connection found between the ways individuals join into a situation more or less unsecured and the creation of temporal perspectives is mediated through social comparison processes carried out by individuals in the different spheres of their lives. Subsequently, the outcome of these processes will help direct (or redirect) these temporal perspectives and contribute to their life experience.
394

O trabalho artístico da crianças e do adolescente / Artistic work of children and adolescent

Martins, Ana Luiza Leitão 10 June 2013 (has links)
O trabalho artístico infanto-juvenil é a temática que norteia a presente pesquisa. Dentro desse tema, observa-se uma discussão ampla na doutrina sobre a sua validade e qual a forma jurídica da prestação de serviços quando a atividade é exercida por crianças e adolescentes. Para enveredar por esta problemática, traz-se como suporte metodológico a abordagem dedutiva e técnica de pesquisa bibliográfica. O texto esta dividido em capítulos, onde se abordam os distintos assuntos que confluem para os objetivos pretendidos. São eles: evolução das regras jurídicas de direito do trabalho e defesa da exploração do trabalho das crianças e adolescentes, importância do estudo das artes para o ser humano em desenvolvimento e legalidade dessa prática, e, por último, a inclusão dessa discussão no ordenamento jurídico pátrio. A conclusão a que se chega é que, de acordo com as regras jurídicas aplicáveis atualmente, é válido o trabalho infanto-juvenil artístico, desde que cumpridas as normas legais em vigor. / The artwork juvenile is the theme that guides the present research. Within this theme, there is a broad discussion on the doctrine on which the validity and the legal form of the service when the activity is carried out by children and adolescents. To embark on this issue brings up as methodological support the deductive approach and technical literature. The text is divided into chapters, which deal with the different issues that converge to the desired goals. They are: the evolution of legal rules of labor law and defense of labor exploitation of children and adolescents, the importance of the study of the arts to the developing human and legality of this practice, and, finally, the inclusion of this discussion in the legal paternal. The conclusion reached is that, according to the applicable legal rules currently valid work juvenile art, provided it fulfills the legal provisions in force
395

As estratégias lúdicas nas ações jesuítas, nas terras brasílicas (1549-1597), \'para a maior glória de Deus\' / The ludic strategies in the Jesuitical actions in Brazilian lands

Kassab, Yara 19 August 2010 (has links)
Esta tese propõe uma reflexão e análise sobre as estratégias lúdicas utilizadas, pelos primeiros jesuítas, para educar e catequizar os nativos da América portuguesa do século XVI, entre 1549 a 1579. O período escolhido marca a chegada de Manoel da Nóbrega e a presença de José de Anchieta na Colônia. Durante o processo de análise observamos as influências da educação humanística do Renascimento na elaboração e desenvolvimento da pedagogia inaciana, voltada para um aprendizado prazeroso. Verificamos que os primeiros documentos elaborados por Inácio de Loyola foram instrumentos que alicerçaram a pedagogia e as normas gerais da Companhia de Jesus, e merecem destaque por terem legitimado a elaboração da Ratio Studiorum; modelo pedagógico vigente a mais de quatrocentos anos nos colégios jesuíticos, formando leigos e religiosos. Verificamos nas correspondências e documentos do século XVI que o catequizar e o educar dos nativos da América portuguesa se deram a partir da pedagogia jesuítica que privilegiava as estratégias lúdicas, tais como o teatro, o coral, o canto, as danças, a música, entre outras ações, promovendo a interação e a simbiose entre a cultura indígena e a cultura europeia. Analisamos o teatro anchietano, utilizado como estratégia lúdica antes mesmo do ensino da leitura, da escrita e do contar. / This theory proposes a reflection and analysis on the entertainment strategies used by the first Jesuits to educate and to catechize the natives of Portuguese America of the XVI century, between 1549 to 1579. The chosen period marks the arrival of Jesuit Priest Manuel da Nóbrega and the presence of the Jesuit missionary José de Anchieta in the then Portuguese Colony, now Brazil. During the analysis process, we have observed the influences of the humanistic education of the Renaissance in the preparation and development of the Ignatian pedagogy turned to a pleasurable apprenticeship. We noted that the first documents prepared by Ignatius of Loyola, were instruments that laid the pedagogy foundations and the general standards of the Company of Jesus and deserve distinction because of having legitimized the preparation of the Ratio Studiorum, a pedagogic model in force for over four hundred years in the Jesuitical colleges, forming laymen and monks. We notice in the correspondence and documents of the XVI century that catechizing and educating the natives of Portuguese America happened from the Jesuitical pedagogy which was privileging entertainment strategies such as theater, corals, singing, dancing and the music amongst other actions promoting this way the interaction and the symbiosis between the native culture and the European culture. We analyzed the Anchietan Theater used as entertainment strategy even before the teaching of reading, writing and arithmetic.
396

As imagens em movimento e sua contribuição para o ensino das ciências físicas no Brasil - 1800 a 1960 / The motion pictures and their contribution to physics sciences teaching in Brazil from 1800 through 1960

Bonetti, Marcelo de Carvalho 07 May 2013 (has links)
Neste trabalho pretendemos apresentar elementos históricos dos caminhos percorridos pela educação e pelos audiovisuais no Brasil, dos que vieram importados e daquelas que foram produzidas aqui e, que retrataram temas correlatos ao ensino da Física, buscando elementos desta trajetória desde o Império com a chegada ao Brasil das primeiras imagens animadas, até aqueles produzidos especificamente para projetos de ensino de Física empregados no Brasil na década de 1960. Procuramos identificar as transformações e as políticas educacionais desde o império no Brasil até a década de 1960, quando são introduzidos no Brasil os projetos de ensino de física, e neles filmes educativos especificamente realizados como parte integrante do processo de ensino. Também identificamos as transformações dos programas de ensino de física do ensino secundário no colégio Pedro II, que serviram como referência para o ensino secundário em todo País, a fim de identificar os conteúdos presentes no ensino de física e que foram tratados em audiovisuais. Dedicamos atenção ao ensino primário de ciências físicas, com especial atenção ao método intuitivo, identificando possíveis contribuições dos primeiros filmes mudos. Foram investigadas as contribuições do Instituto Nacional do Cinema Educativo para o ensino das ciências físicas, tanto aqueles temas diretamente ligados à física, como aqueles ligados à física aplicada. Por fim foram identificados filmes vinculados a projetos específicos para o ensino da física. Assim buscamos contribuir para que o estudo dos audiovisuais que divulgaram ciências físicas colabore com o melhor entendimento da educação no Brasil. / This study intends to identify elements of the historical paths taken by education and audiovisuals in Brazil, produced both inside and outside of the Country, related to physics teaching, searching for elements since the empire period with the firsts animations, until those produced in the 60`s for physics teaching in Brazil. We aim to identify the educational transformation and teaching methods, since the empire time until the 60´s, when projects for physics teaching are introduced in Brazil, along with educative movies for this specific purpose. We also identified the transformation of teaching programs at Pedro II secondary school, which were used as a reference for secondary school in the whole Country, trying to identify all contents of physics teaching that were presented in audiovisual format. We dedicated special attention for the primary physics teaching, specially related to senses education, searching possible contribution from the first\'s mute movies. The contributions of physics teaching from The National Educative Cinema Institute where also looked into, regarding to physics and applied physics. At last, movies related to physics teaching propose has also been searched. We aim that the study of audiovisuals, that helped spreading physics sciences, help with a better comprehension of education in Brazil.
397

Comunicação mercadológica e entretenimento nas redes digitais: a convocação do consumidor conectado / Marketing communication and entertainment in digital networks: consumer call the connected

Duarte, Gracy Cristina Astolpho 17 March 2016 (has links)
Made available in DSpace on 2016-10-13T14:10:26Z (GMT). No. of bitstreams: 1 Gracy Cristina Astolpho Duarte.pdf: 2595005 bytes, checksum: 0adf0fac4192cc4b1a70ee42e7596476 (MD5) Previous issue date: 2016-03-17 / This study presents the research that investigated the strategies used in advertising productions based on entertainment dynamics that focus on customers connected through social networks. Empirical research aimed at understanding the relationship between communication, consumption, entertainment and social networks in advertising campaigns from recognized brands in Brazil. By using the netnographic method and considering the last four years for the corpus, the research selected five advertising campaigns with major social networks repercussion. The methodology for the treatment of the selected material combined content analysis and a critical-descriptive evaluation of the various elements in the selected campaigns. In today s consumer society, advertising and digital media are important resources for production markets of material and symbolic goods. According to the analysis proposed in this study, social network websites are considered as facilitators of a dialogue between brands and costumers. Their intelligent monitoring systems become important marketing resources once they provide valuable information and metrics about the profiles and preferences of customers. Therefore, modern advertising adapts its traditional resources of creative narrative and persuasive discourse into productions that make use of entertainment to present playful proposals that draw the attention of online customers, engaging them in interactions mediated by the brand as part of everyday leisure activities. As can be seen in this investigation, engaging the online consumer and leading him or her to an interaction with those brands, has become a strategic move in contemporary advertising. From the point of view of the market, the consumer is taken as the active subject of social relations that become especially attractive in quantified digital social networks. Thus, what we have here as the convocation of the online connected customer. / O presente estudo apresenta a pesquisa que investigou as estratégias aplicadas em produções publicitárias que se valem de dinâmicas de entretenimento para interpelar o consumidor interligado às redes digitais. Trata-se de uma pesquisa empírica que buscou compreender as relações entre comunicação, consumo, entretenimento e mídia digital em campanhas publicitárias de marcas reconhecidas em território nacional. A pesquisa de caráter netnográfico resultou na seleção de cinco campanhas publicitárias de ampla repercussão nas redes sociais digitais nos últimos quatro anos para o corpus do estudo. Como metodologia, para o tratamento do material selecionado, fez-se análise de conteúdo e avaliação crítico-descritiva dos diversos elementos das campanhas em questão. Na sociedade de consumo atual, a publicidade e as mídias digitais apresentam-se como recursos importantes para os mercados de produções materiais e simbólicas. Conforme a análise dos resultados, os sites de redes sociais configuram-se como facilitadores nos processos de diálogos entre marcas e consumidores. Seus sistemas inteligentes de monitoramento tornam-se importantes recursos de marketing por oferecerem valiosas informações e métricas sobre os perfis e preferências dos usuários. Assim sendo, a publicidade atual adapta seus recursos tradicionais de narrativas criativas e discursos persuasivos em produções que se servem do entretenimento para apresentar propostas lúdicas que visam a atrair a atenção dos internautas e engajá-los em interações mediadas pela marca como parte das práticas de lazer cotidiano. Como se pôde constatar na pesquisa, promover o envolvimento do consumidor online e levá-lo a interagir com as marcas anunciantes nas redes sociais digitais configuram um objetivo estratégico da publicidade contemporânea. No centro dos interesses mercadológicos, o consumidor é tomado como sujeito ativo de relações sociais que se tornam especialmente atraentes no ambiente quantificado das redes digitais, instituindo-se o que reconhecemos aqui como a convocação do consumidor conectado.
398

Comunicação, Consumo e entretenimento: o interator na ficção seriada Star Wars / Communications, consumer and entertainment: the interactor in fiction serial Star Wars

Mastrocola, Vicente Martin 22 March 2011 (has links)
Made available in DSpace on 2016-10-13T14:10:33Z (GMT). No. of bitstreams: 1 VicenteMartinMastrocola.pdf: 4291509 bytes, checksum: e25e3162388b08ca0a21cd2a0e9bd489 (MD5) Previous issue date: 2011-03-22 / This project delimitates the concept of transmedia storytelling: a kind of narrative which develops into multiple mediatic platforms, such as internet, books, videogames, comics, television, cinema etc., examining the use of strategy in the entertainment industry and understanding how the consume and communication strategies materialize in this scenario. The object of this project is: to examine the strategic appropriation of transmediatic narratives in the industry of entertainment; to study the systematic use of multiple platforms on the biggest mediatic series worldwide, using an established example in the industry of entertainment: the Star Wars fiction series. Finally, we will investigate the participation of a digital social network in the consolidation of the success of this series through user-generated (interactor) content and distribution. It is used in this project a multimethodological approach wherein will be highlighted a netnographic character observation, following interactors among diverse social networks and digital platforms where they are found. / Neste projeto, procura-se examinar as narrativas transmidiáticas: um tipo de narrativa que se desdobra em múltiplas plataformas midiáticas, como internet, livros, videogames, quadrinhos, televisão, cinema etc., analisando sua utilização estratégica na indústria de entretenimento e visando compreender como se materializam as estratégias de comunicação e consumo nesse cenário. Pretende-se, com este trabalho: cartografar a apropriação estratégica de narrativas transmidiáticas na indústria do entretenimento; estudar a utilização sistemática de múltiplas plataformas nas grandes séries midiáticas de âmbito global, servindo-se de um exemplo consagrado da indústria do entretenimento: a ficção seriada Star Wars. Por fim, investiga-se a participação de uma rede social digital na consolidação do sucesso desta série por meio da distribuição e geração de conteúdo do usuário (interator). Utiliza-se neste projeto uma abordagem multimetodológica em que se destaca uma observação de caráter netnográfico na internet acompanhando os interatores nas diversas redes sociais e plataformas digitais onde se encontram.
399

Comunicação e consumo no mundo dos games: estratégias de monetização em jogos sociais digitais / Communication and consumption in the gaming world: strategies for monetizing digital social games

Teixeira, Marcelo Victor 22 March 2013 (has links)
Made available in DSpace on 2016-10-13T14:10:42Z (GMT). No. of bitstreams: 1 MARCELO VICTOR TEIXEIRA.pdf: 3163695 bytes, checksum: 9919db82bdf4cb610284a34de21b5ae8 (MD5) Previous issue date: 2013-03-22 / Games have a prominent place in contemporary society strongly characterized by the consumption of entertainment, the technological apparatus and communication network. With the consolidation of social networks on the Internet, a new type of application found the right environment for their development. They are called digital social games. Appropriating the interactivity and collaboration features of interactions in networks, these games have been highlighted by wide receptivity among users. This study investigates some of the strategies to generate financial revenue used by the developers of these games. Unlike traditional video games, social games are distributed for free. However, monetization strategies are present in different ways over the course of the game, getting the acceptance of the player-participant and generating significant profitability for the developer. Besides the growing number of users in Brazil, the market shows signs of significant warming analyzed here through corporate movements such as the creation of specific companies to develop these products. Throughout this work, we highlight the hybridization between entertainment, communication and consumption observed in digital social games, describing this type of game as an environment of communication, sociabilities and business. By examining the characteristics of games, we will seek clues that might explain the strong audience. Supported by Cultural Studies and the Theory of Mediations allied to studies of consumption and games, will be used theoretical contributions of various authors such as Garcia Canclini, Huizinga, Kellner, Lemos, Levy, Martin-Barbero, Primo, Recuero, Santaella Silverstone and Slater. The research has the game FarmVille as corpus, which uses Facebook as the platform. The method used in the empirical part of this study is the observation. Considering the importance of the market for digital games under entertainment, as well as the increased involvement of the Brazilian social games on the internet, we justify the study of the marketing strategies that transform a free game in a highly profitable product. / Os games ocupam lugar de destaque na sociedade contemporânea fortemente caracterizada pelo consumo de entretenimento, pelo aparato tecnológico e pela comunicação em rede. Com a consolidação das redes sociais na internet, um novo tipo de aplicativo encontrou o ambiente adequado para seu desenvolvimento. São os chamados jogos sociais digitais. Apropriando-se da interatividade e colaboração características das interações nas redes, esses jogos têm se destacado pela ampla receptividade junto aos usuários. Este estudo investiga algumas das estratégias de geração de receita financeira utilizadas pelos desenvolvedores desses games. Diferentemente dos jogos eletrônicos tradicionais, os jogos sociais são distribuídos de modo gratuito. Contudo, estratégias de monetização se fazem presentes de diferentes maneiras ao longo do percurso do jogo, recebendo o consentimento do jogador-participante e gerando rentabilidade significativa para o desenvolvedor. Além da quantidade crescente de usuários no Brasil, o mercado apresenta sinais importantes de aquecimento analisados aqui através de movimentos corporativos tais como a criação de empresas específicas para o desenvolvimento desses produtos. Ao longo desse trabalho, iremos destacar a hibridização entre entretenimento, comunicação e consumo observada nos jogos sociais digitais, qualificando essa modalidade de game como ambiente comunicacional, de sociabilidades e de negócios. Ao examinar as características dos jogos, buscaremos pistas que possam explicar a forte adesão do público. Tomando como fundamento os Estudos Culturais e a Teoria das Mediações aliados aos estudos do consumo e dos jogos, serão utilizados aportes teóricos de variados autores como Garcia Canclini, Huizinga, Kellner, Lemos, Lévy, Martín-Barbero, Primo, Recuero, Santaella, Silverstone e Slater. A pesquisa tem como corpus o jogo FarmVille, que utiliza o Facebook como plataforma. O método utilizado na parte empírica desse estudo é a observação participante. Considerando a relevância do mercado de jogos digitais na rubrica do entretenimento, bem como o crescente envolvimento dos brasileiros nos jogos sociais na internet, justifica-se o estudo das estrat
400

Shopping centers no Brasil: evolução e tendências

Amaral, Manoela Sampaio do 27 September 2018 (has links)
Submitted by Manoela Sampaio do Amaral (manoela.sampaio.do.amaral@gmail.com) on 2019-02-26T20:53:30Z No. of bitstreams: 1 MPGC Varejo_TA MSA - R5 26.02.2019FC.pdf: 807156 bytes, checksum: 18f0843049179aee87e25a397ab6a5a2 (MD5) / Approved for entry into archive by Simone de Andrade Lopes Pires (simone.lopes@fgv.br) on 2019-02-26T21:33:44Z (GMT) No. of bitstreams: 1 MPGC Varejo_TA MSA - R5 26.02.2019FC.pdf: 807156 bytes, checksum: 18f0843049179aee87e25a397ab6a5a2 (MD5) / Approved for entry into archive by Jessica Chimatti Martins (jessica.martins@fgv.br) on 2019-02-27T12:50:20Z (GMT) No. of bitstreams: 1 MPGC Varejo_TA MSA - R5 26.02.2019FC.pdf: 807156 bytes, checksum: 18f0843049179aee87e25a397ab6a5a2 (MD5) / Made available in DSpace on 2019-02-27T12:50:20Z (GMT). No. of bitstreams: 1 MPGC Varejo_TA MSA - R5 26.02.2019FC.pdf: 807156 bytes, checksum: 18f0843049179aee87e25a397ab6a5a2 (MD5) Previous issue date: 2018-09-27 / Esse estudo tem como objetivo avaliar, sob a percepção dos executivos da área, como está a evolução e as tendências seguidas pelos shopping centers, para que permaneçam ativos. É importante pois dará informações claras sobre o panorama do setor de shopping centers através de profissionais experientes e atuantes no mercado, que retratarão: o setor de forma geral, e pontos de gestão administrativa importantes para mantê-los competitivos. A metodologia de pesquisa adotada é qualitativa, pois trata-se de um tema cujo resultado obtido é interpretativo, envolve valores, é restrito ao contexto, requer autenticidade e tem o envolvimento do pesquisador. A lógica é indutiva: causalidade a partir de observações, utilização de premissas, analogias e generalizações. Observação, análise, inferência e confirmação/conclusão. A coleta de dados é através de entrevistas presenciais com executivos de gestão de shopping centers; dados esses questionados a partir de perguntas elaboradas de forma indireta. Esses dados serão analisados dando corpo a conclusão final do trabalho. Os principais pontos constatados foram: o setor de shopping center passa por uma transição. Com a chegada da tecnologia e a mudança comportamental do frequentador, o diferencial é a prestação de serviços. Mais formas de comprar tem sido incorporadas ao empreendimento e o entretenimento é a principal fonte de atração. O consumidor é diverso. A ameaça principal é a obsolescência. O maior concorrente é qualquer lazer ou entretenimento que “tire” o frequentador do shopping. O comércio de rua e os próprios shopping centers foram citados timidamente. A gestão do equipamento tem que ser integrativa entre as áreas componentes dela, e há o surgimento do lojista como parceiro. O relacionamento com o lojista ganha espaço e é visto de forma nivelada com o empreendedor. O shopping é parte do cotidiano de seus frequentadores e permanecerá ativo, enquanto se adaptar rapidamente as necessidades de seus frequentadores, no que se refere a conveniência, ambientação, lazer e entretenimento. / This study aims to evaluate, under the perception of the executives of the shopping mall market, how is evolution and the trends followed of this equipment, so that they remain active. It is important because it will give clear information about the panorama of the shopping mall sector through experienced and active professionals in the market, which will portray: the sector in general, the market of regulars and important management points to keep them competitive. The research methodology adopted is qualitative, since it is a subject whose result is interpretive, involves values, is restricted to the context, requires authenticity and has the researcher's involvement. Logic is inductive: causality from observations, use of premises, analogies, and generalizations. Observation, analysis, inference, and confirmation / conclusion. The data collection is through face-to-face interviews with executives of shopping centers; the questions where elaborated in an indirect way. These data will be analyzed giving shape to the final conclusion of the work. The main points observed were: the shopping center undergoes a transition. The technology and the consumer’s behavior changes, much has been modified in level of service provision. More ways to buy have been incorporated into the menu of choices of regulars and entertainment has been the main source of attraction. The consumer is diverse. The main threat is obsolescence. The competitor is all that takes the consumer out of the mall. The street shopping and the shopping malls themselves have been timidly quoted. The management of the equipment must be integrative among the component parts of it, and the shopkeeper appears as a partner in the success of the enterprise. The relationship with the shopkeeper takes space and the same level that the entrepreneur. The mall is part of the daily routine of its customers and will remain consolidated, since it quickly adapts the current and future needs of its customers, in terms of convenience, ambience, leisure and entertainment.

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