[{"data":1,"prerenderedAt":505},["ShallowReactive",2],{"person-4bf8636b-caa4-4ea2-8f53-aacc07f72424":3},{"success":4,"person":5,"request":501},true,{"lastName":6,"role":7,"name":8,"description":9,"_id":10,"designation":7,"id":7,"email":11,"url":7,"createDate":12,"filiation":13,"slugs":14,"articles":17},"Buccini","","Marcos",{},"4bf8636b-caa4-4ea2-8f53-aacc07f72424","marcosbuccini@gmail.com","2025-12-17T13:42:35-03:00","Universidade Federal de Pernambuco / Grupo de Pesquisa Comunicação, Tecnologia e Cultura",[15,16],"marcos-buccini","buccini-marcos",[18,77,190,271,370],{"parent":19,"metaData":20,"updateDate":22,"data":23,"langs":32,"_id":35,"contributors":36,"contributorsIds":54,"type":55,"typeData":56,"status":73,"download":74,"slugs":75,"slug":76},"1c7b273e-f07d-460b-a89f-47ffe8ea1d13",{"updateDate":7,"createDate":21,"deleteDate":7},1765989755,"2025-12-17T13:42:36-03:00",{"secondary":24,"primary":28},{"keywords":25,"excerpt":26,"title":27},"\u003Cp>Animation and live-action, plastic handling, realism\u003C/p>","This article aims to understand the animation as a way of plastic handling of film scene by analysis of two distinct forms of interaction between animation and live action and the implications that these forms of intervention bring for the discussion of realism in cinema through studies of Rudolf Arnheim (1980), Andre Bazin (1991) and Christian Metz (1977).","Dialogues Between Animation and Live-action: It's Implications for the Realism in Cinema",{"keywords":29,"excerpt":30,"title":31},"\u003Cp>Animação e live-action, manipulação plástica, realismo\u003C/p>","O presente artigo visa compreender a animação enquanto forma de manipulação plástica da cena fílmica através da análise de duas formas distintas de interação entre animação e live-action, e as implicações que estas formas de intervenção trazem para a discussão do realismo no cinema através dos estudos de Rudolf Arnheim (1980), André Bazin (1991) e Christian Metz (1977).","Diálogos Entre Animação e Live-action: Implicações para o Realismo no Cinema",[33,34],"primary","secondary","01dcb9cf-72d0-4abe-95b2-bc3af1716cc2",[37,50],{"id":7,"name":38,"lastName":39,"email":40,"designation":7,"description":41,"role":7,"_id":42,"createDate":43,"filiation":44,"slugs":45,"url":7,"path":48,"lastmodified":49,"objectID":42},"Christiane","Quaresma","quaresma.christiane@gmail.com",{},"6fef0d16-dac2-465c-ac83-573a2845cb66","2025-12-17T16:42:35.796Z","Universidade Federal de Pernambuco",[46,47],"christiane-quaresma","quaresma-christiane","people/6fef0d16-dac2-465c-ac83-573a2845cb66",1765989755796,{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":51,"role":7,"_id":10,"createDate":43,"filiation":13,"slugs":52,"url":7,"path":53,"lastmodified":49,"objectID":10},{},[15,16],"people/4bf8636b-caa4-4ea2-8f53-aacc07f72424",[42,10],"article",{"startPage":57,"file":58,"references":61,"endPage":71,"track":72,"doi":7},2415,{"fullpath":59,"name":60},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F69462.pdf","69462.pdf",[62,65,68],{"id":63,"label":64},"601664c1-a78c-4fad-a917-83b1b087a7ff","\u003Cp>ARNHEIM, Rudolf. \u003Cstrong>Arte e percepção visual: uma psicologia da visão criadora\u003C/strong>. São Paulo: Pioneira, 1980.\u003C/p>",{"id":66,"label":67},"8674a55d-b90c-45c9-ba6e-8a17d1bdab7e","\u003Cp>BAZIN, André. \u003Cstrong>O cinema: Ensaios\u003C/strong>. São Paulo: Editora Brasiliense, 1991.\u003C/p>",{"id":69,"label":70},"2f2d8c23-cbef-4ed8-b63f-373f370cf96d","\u003Cp>METZ, Christian. \u003Cstrong>A significação no cinema\u003C/strong>. São Paulo: Editora Perspectiva, 1977.\u003C/p>",2420,"qzqtg11n","enabled",1,[76],"dialogos-entre-animacao-e-live-action-implicacoes-para-o-realismo-no-cinema",{"pageRange":78,"parent":79,"updateDate":80,"data":81,"trackId":90,"type":55,"typeData":91,"metaData":146,"langs":148,"_id":149,"contributors":150,"contributorsIds":187,"status":73,"download":74,"slugs":188,"slug":189},null,"39f260d6-d61f-4dfe-b1f7-a6c315c260bd","2025-12-27T12:50:02-03:00",{"secondary":82,"primary":86},{"keywords":83,"excerpt":84,"title":85},"\u003Cp>design, product, experience\u003C/p>","Pleasures and emotions are linked to products, causing new forms of application methods on design projects. By the need to understand the emotional experiences of visually impaired people with sunglasses to create a new product, it was made a qualitative study using open interviews with the visually impaired people of Caruaru, Pernambuco, and through a modification of the method Extending of Design Approach based on Kansei by Dynamic Manipulation of 3D Object. Been perceived that physical and aesthetic matters which are critical to users, creating convenience and comfort, causing positive emotional responses.","Designing a Sunglass for Visually Impaired People with the Focus on Positive Emotional Responses",{"keywords":87,"excerpt":88,"title":89},"\u003Cp>design, produto, experiência\u003C/p>","Emoções e prazeres surgem como requisitos essenciais para o projeto de produtos com foco no usuário. Mediante a necessidade de perceber as experiências emocionais de deficientes visuais com óculos escuros para a criação de um novo produto, fez-se uma pesquisa qualitativa, utilizando entrevistas despadronizadas, com deficientes visuais da cidade de Caruaru, Pernambuco, e por meio de adaptação do método Extending of Design Approach based on Kansei by Dynamic Manipulation of 3D Object. Fora perecebido que questões físicas e estéticas são fundamentais aos usuários, o que favorece à comodidade e ao conforto e, consequentemente à respostas emocionais positivas.","Projetando Óculo Escuro para Deficientes Visuais com o Foco em Respostas Emocionais Positivas","mfl52tvij",{"startPage":92,"file":93,"references":96,"endPage":145,"track":90,"doi":7},1506,{"fullpath":94,"name":95},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F10_congresso_brasileiro_de_pesquisa_e_desenvolvimento_em_design%2Fmfl52tvij-1766850602-1506-1517.pdf","mfl52tvij-1766850602-1506-1517.pdf",[97,100,103,106,109,112,115,118,121,124,127,130,133,136,139,142],{"id":98,"label":99},"aa383588-7c85-4982-82d8-db7983af2470","\u003Cp>BUCCINI, M. \u003Cstrong>Introdução ao Design Experiencial\u003C/strong>. Recife: e-book, 2008.\u003C/p>",{"label":101,"id":102},"\u003Cp>CAMBIAGHI, Silvana. \u003Cstrong>Desenho Universal\u003C/strong>: métodos e técnicas para arquitetos e urbanistas. São Paulo: Editora Senac São Paulo, 2007.\u003C/p>","b661be3e-d84c-4e5a-925f-6e2562caac49",{"label":104,"id":105},"\u003Cp>CBO, Conselho Brasileiro de Oftalmologia. \u003Cstrong>CEGUEIRA, POBREZA E DESENVOLVIMENTO\u003C/strong>: O Impacto da VISÃO 2020 no Milênio das Nações Unidas. Metas de Desenvolvimento, 2007. Disponível em \u003Chttp://www.cbo.com.br/site/cegueira_pobreza_e_desenvolvimento.pdf>. Acesso em 28 outubro 2010.\u003C/p>","2d6d5111-5a91-457f-be43-4884dc3f9c45",{"id":107,"label":108},"83536666-62b4-4bcc-a683-347930f467fb","\u003Cp>FAPED, Federação Angolana das Pessoas Portadores de Deficiência. \u003Cstrong>Informações Básicas Sobre Deficiência Visual\u003C/strong>. Disponível em \u003Chttp://www.fapedangola.org/temas/saude/tipos_def/defic_visual.pdf>. Acesso em 28 outubro 2010.\u003C/p>",{"label":110,"id":111},"\u003Cp>GIL, Marta (org.). \u003Cstrong>Deficiência Visual\u003C/strong>. Secretaria de Educação à distância. Brasília: MEC. Disponível em \u003C http://www.dominiopublico.gov.br/download/texto/me000344.pdf >. Acesso em 28 outubro 2010.\u003C/p>","0b359d2e-2e81-4d00-a55b-1c203e7d5683",{"id":113,"label":114},"86e0a0dd-9fd2-411a-ac90-9e7ad14e7dc5","\u003Cp>ISAUDE. \u003Cstrong>Secretaria de Saúde mapeia quadro das pessoas com deficiência\u003C/strong>. Disponível em \u003Chttp://www.isaude.net/pt-BR/noticia/8245/geral/secretaria-de-saude-mapeia-quadro-das-pessoas-com-deficiencia>. Acesso em: 28 outubro 2010.\u003C/p>",{"id":116,"label":117},"243de9e1-58d6-4567-89c4-f279186e024f","\u003Cp>JÄÄSKO, V.; MATTELMÄKI, T.; YLIRISKU, S. The scene of experiences. \u003Cstrong>The Good, The Bad and The Irrelevant conference. Proceedings...\u003C/strong> Helsinki: University of Art and Design Helsinki, set. 2003.\u003C/p>",{"label":119,"id":120},"\u003Cp>JORDAN, P. W. \u003Cstrong>Designing pleasurable products\u003C/strong>: an introduction to the new human factors. Londres: Taylor & Francis. 2002.\u003C/p>","2462f9ee-ca55-45d5-ac81-14bc9dc12761",{"label":122,"id":123},"\u003Cp>LEE, S.; STAPPERS, P. J.; HARADA, A. Extending of Design approach based on Kansei by Dynamic Manipulation of 3D Objects. \u003Cstrong>Bulletin of 4th Asian Design Conference\u003C/strong>. jun. 1999.\u003C/p>","4a8eeb3f-9604-4189-8e6b-0832ca36b1d4",{"id":125,"label":126},"5d570845-d2ed-4be0-88c1-16365df150bd","\u003Cp>LÖBACH, B. \u003Cstrong>Design Industrial\u003C/strong>. São Paulo: Editora Blucher. 2001.\u003C/p>",{"id":128,"label":129},"8124a9bc-83f5-467f-abd2-3ab1c3c41ef7","\u003Cp>MARCONI, M. A.; LAKATOS, E. M. \u003Cstrong>Técnicas de pesquisa\u003C/strong>: planejamento e execução de pesquisas, amostragens e técnicas de pesquisas, elaboração, análise e interpretação de dados. 6. ed. São Paulo: Atlas. 2007.\u003C/p>",{"label":131,"id":132},"\u003Cp>NORMAN, D. A. \u003Cstrong>Design Emocional\u003C/strong>: Porque adoramos (ou detestamos) do dia-a-dia. Rio de Janeiro: Rocco. 2008.\u003C/p>","a3ba4a85-d540-4aaf-a74b-16d05d617e55",{"label":134,"id":135},"\u003Cp>SASSAKI, Romeu K. \u003Cstrong>Inclusão\u003C/strong>: construindo uma sociedade para todos. Rio de Janeiro: WVA, 1997.\u003C/p>","412eb40d-befe-4e79-89f8-4e1a3d0afcb6",{"label":137,"id":138},"\u003Cp>SECRETARIA DOS DIREITOS HUMANOS. \u003Cstrong>Censo de 2000\u003C/strong>. Disponível em \u003Chttp://www.direitoshumanos.gov.br/pessoas-com-deficiencia-1/censo/censo-2000>. Acesso em: 28 outubro 2010.\u003C/p>","8a72e8a4-0764-48d0-9493-a6cfd8315ac5",{"label":140,"id":141},"\u003Cp>SESA, Secretaria de Estado da Saúde do Paraná. \u003Cstrong>Fatores etiológicos da Deficiência Visual\u003C/strong>. Disponível em \u003Chttp://www.saude.pr.gov.br/arquivos/File/SPP_Arquivos/PessoascomDeficiencia/Fatoresetio logicosdaDeficienciaVisual.pdf>. Acesso em: 28 outubro 2010.\u003C/p>","0a4fc5f9-d0d9-476b-80cb-7924e69711c9",{"label":143,"id":144},"\u003Cp>SCHMITT, B. \u003Cstrong>Marketing experimental\u003C/strong>. São Paulo: Nobel. 2000.\u003C/p>","7d0b4d33-8414-4edf-b590-ff46488598d4",1517,{"updateDate":7,"createDate":147,"deleteDate":7},1766850602,[33,34],"14bbba33-36db-47e9-a612-d906af9d49df",[151,163,173,184],{"lastmodified":152,"filiation":44,"name":153,"slugs":154,"description":157,"role":7,"designation":7,"createDate":158,"lastName":159,"email":160,"path":161,"_id":162,"id":7,"url":7,"objectID":162},1766850602585,"Rafael Rattes Lima Rocha de",[155,156],"rafael-rattes-lima-rocha-de-aguiar","aguiar-rafael-rattes-lima-rocha-de",{},"2025-12-27T15:50:02.585Z","Aguiar","rafaelrattesaguiar@gmail.com","people/e1f891d7-1594-4273-8d32-4d759255c181","e1f891d7-1594-4273-8d32-4d759255c181",{"lastName":164,"email":165,"slugs":166,"createDate":158,"path":169,"role":7,"id":7,"description":170,"filiation":44,"objectID":171,"url":7,"designation":7,"name":172,"lastmodified":152,"_id":171},"Jesumary","gabriela.jesumary@gmail.com",[167,168],"gabriela-jesumary","jesumary-gabriela","people/070f36cb-0916-40d0-91d7-94d8952c26e1",{},"070f36cb-0916-40d0-91d7-94d8952c26e1","Gabriela",{"lastmodified":152,"slugs":174,"createDate":158,"url":7,"description":177,"filiation":178,"objectID":179,"role":7,"path":180,"id":7,"lastName":181,"name":182,"email":183,"designation":7,"_id":179},[175,176],"tercia-valfridia","valfridia-tercia",{},"UNESP/UFPE","2e654e57-3cc1-4eef-b81d-8748ded661c1","people/2e654e57-3cc1-4eef-b81d-8748ded661c1","Valfridia","Tercia","terciav@gmail.com",{"email":11,"lastmodified":152,"description":185,"designation":7,"objectID":10,"id":7,"lastName":6,"slugs":186,"role":7,"name":8,"path":53,"url":7,"filiation":44,"createDate":158,"_id":10},{},[15,16],[162,171,179,10],[189],"projetando-oculo-escuro-para-deficientes-visuais-com-o-foco-em-respostas-emocionais-positivas",{"pageRange":78,"parent":79,"updateDate":191,"data":192,"trackId":201,"type":55,"typeData":202,"metaData":233,"langs":235,"_id":236,"contributors":237,"contributorsIds":267,"status":73,"download":268,"slugs":269,"slug":270},"2025-12-27T16:07:44-03:00",{"secondary":193,"primary":197},{"keywords":194,"excerpt":195,"title":196},"\u003Cp>animation, deep space, limited animation, Zagreb School\u003C/p>","This article examines the use of compositional techniques of deep space and the insertion of these techniques in the animations produced by the Zagreb School. The theorist chosen to guide the research was Bruce Block, which discusses the composition of deep space in his book \"The Visual Narrative\", exposing techniques such as, differences in sizes, tonal scale, color separation, among others. We conclude that artists create situations in limited animations to simulate unusual, and even distort, the sense of deep space.","Deepspace in Zagreb's Animations",{"keywords":198,"excerpt":199,"title":200},"\u003Cp>animação, espaço profundo, animação limitada, Escola de Zagreb\u003C/p>","O presente artigo analisa o uso de técnicas de composição do espaço profundo nas animações da Escola de Zagreb. O teórico que serviu de referência para a pesquisa foi Bruce Block, que discorre sobre a composição do espaço profundo em seu livro “A Narrativa Visual”, expondo técnicas como, perspectiva, mudanças de tamanho, separação de cores, entre outras. Conclui-se que os artistas das animações limitadas criam situações visuais inusitadas para simular, e até deturpar, a sensação de espaço profundo.","Espaço Profundo nas Animações da Escola de Zagreb","czb3v6h1",{"startPage":203,"file":204,"references":207,"endPage":232,"track":201,"doi":7},3621,{"fullpath":205,"name":206},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F10_congresso_brasileiro_de_pesquisa_e_desenvolvimento_em_design%2Fczb3v6h1-1766862464-3621-3630.pdf","czb3v6h1-1766862464-3621-3630.pdf",[208,211,214,217,220,223,226,229],{"id":209,"label":210},"5983a7cb-d30a-4dba-836b-9c444e2e6505","\u003Cp>BECK, Jerry. \u003Cstrong>Animation Art\u003C/strong>: from pencil to pixel, the history of cartoon, anime & CGI. Harper Design: New York, 2004.\u003C/p>",{"label":212,"id":213},"\u003Cp>BLOCK, Bruce. \u003Cstrong>A Narrativa visual\u003C/strong>: Criando a estrutura visual para cinema, TV e mídias digitais. São Paulo: Elsevier, 2010.\u003C/p>","3cdb26e8-1574-4519-b59c-038db9d7b28e",{"label":215,"id":216},"\u003Cp>BORDWELL, D.; THOMPSON, K. \u003Cstrong>Film Art\u003C/strong>: an introduction. New York: McGraw-Hill, 1997.\u003C/p>","cf2ef744-c640-46c3-a81d-cfd5581724b8",{"id":218,"label":219},"379b74bd-7c72-4ede-925c-3a7f68779309","\u003Cp>BUCCINI, M. A abstração do movimento: uma aplicação em cordel animado. \u003Cstrong>2o Congresso Internacional de Pesquisa em Design\u003C/strong>, Rio de Janeiro, Brasil, 2003.\u003C/p>",{"label":221,"id":222},"\u003Cp>CAVALIER, Stephen. \u003Cstrong>The world history of animation\u003C/strong>. University of California Press: California, 2011.\u003C/p>","945d1f8c-93c4-493a-bade-27474de95e77",{"label":224,"id":225},"\u003Cp>FURNISS, M. \u003Cstrong>Art in animation\u003C/strong>: animation aesthetics. New Barnet: John Libbey, 2009.\u003C/p>","8679aeed-8f44-49bf-90b0-4689d70bb895",{"id":227,"label":228},"1f05f079-4f24-4aad-b830-e35dd51ab4c3","\u003Cp>KRASNER, J. \u003Cstrong>Motiongraphic design\u003C/strong>: applied history and aesthetics. Focal Press-USA, 2008.\u003C/p>",{"label":230,"id":231},"\u003Cp>LUCENA JUNIOR, Alberto. \u003Cstrong>Arte da Animação\u003C/strong>: Técnica e estética através da história. São Paulo: Editora Senac São Paulo, 2005.\u003C/p>","1c028ced-b852-4a95-993d-806fdc1fa6a8",3630,{"updateDate":7,"createDate":234,"deleteDate":7},1766862464,[33,34],"720276d0-b3d3-4c23-b785-2aa1603477ad",[238,251,261,264],{"id":7,"createDate":239,"objectID":240,"designation":7,"lastName":241,"description":242,"path":243,"email":244,"slugs":245,"url":7,"_id":240,"filiation":248,"lastmodified":249,"role":7,"name":250},"2025-12-27T19:07:44.334Z","d1aa9550-8501-4125-9c02-6a9b78547b88","Freire",{},"people/d1aa9550-8501-4125-9c02-6a9b78547b88","danilocesareu@gmail.com",[246,247],"danilo-freire","freire-danilo","UFPE - Universidade Federal de Pernambuco",1766862464334,"Danilo",{"role":7,"name":252,"objectID":253,"_id":253,"url":7,"description":254,"email":255,"createDate":239,"filiation":248,"lastmodified":249,"id":7,"designation":7,"slugs":256,"lastName":259,"path":260},"Luciene","74e9a23c-978d-4a2b-8df3-2c40cf8537e1",{},"lucienetenorio@hotmail.com",[257,258],"luciene-tenorio","tenorio-luciene","Tenório","people/74e9a23c-978d-4a2b-8df3-2c40cf8537e1",{"objectID":10,"id":7,"role":7,"lastmodified":249,"designation":7,"description":262,"name":8,"email":11,"url":7,"createDate":239,"filiation":248,"lastName":6,"path":53,"slugs":263,"_id":10},{},[15,16],{"lastName":39,"id":7,"name":38,"lastmodified":249,"createDate":239,"objectID":42,"description":265,"_id":42,"slugs":266,"path":48,"designation":7,"email":40,"url":7,"filiation":248,"role":7},{},[46,47],[240,253,10,42],2,[270],"deepspace-in-zagrebs-animations",{"pageRange":78,"parent":272,"updateDate":273,"data":274,"trackId":283,"type":55,"typeData":284,"metaData":345,"langs":347,"_id":348,"contributors":349,"contributorsIds":367,"createDate":352,"status":73,"download":268,"slugs":368,"slug":369},"f43247ba-af93-4a8a-898e-651ef65d9bd2","2025-12-28T11:48:28-03:00",{"secondary":275,"primary":279},{"keywords":276,"excerpt":277,"title":278},"\u003Cp>advergames, experiencial design, marketing\u003C/p>","\u003Cp>The technology provides a revolution in the interaction between business and consumers. There are new marketing tools exploiting the emotional side and the positive experiences of the users. The advergames, for example, mix technology, marketing and design, with the intention of generating sympathy between the user and the brand. Through an exploratory qualitative research, it was observed that the experiences of Sense, Feelings, Social and Use are very relevant in the context of advergames. It allowed a reflection on the interaction between business and consumers through advergames, reporting positive and negative aspects, according to the users ́ experiences.\u003C/p>","\u003Cp>The Context of the Experience in Advergames: An Exploratory Research with Users\u003C/p>",{"keywords":280,"excerpt":281,"title":282},"\u003Cp>advergame, design experiencial, marketing\u003C/p>","\u003Cp>A tecnologia proporciona uma revolução na interação entre empresas e consumidores. Surgem novas ferramentas de marketing que exploram o lado emotivo e as experiências positivas dos usuários. Por exemplo, o advergame, que mistura tecnologia, marketing e design, com a intenção de gerar simpatia entre o usuário e a marca. Através de uma pesquisa qualitativa exploratória, observou-se que as experiências dos Sentidos, Sentimento, Social e de Uso são bastante relevantes no contexto dos advergames. Permitindo uma reflexão sobre a interação entre empresas e consumidores através dos advergames, relatando aspectos positivos e negativos de acordo com a as experiências vivenciadas pelos usuários.\u003C/p>","\u003Cp>O Contexto da Experiência em Advergames: Uma Investigação Exploratória Junto a Usuários\u003C/p>","tu0kxfwj",{"startPage":285,"file":286,"references":289,"endPage":344,"track":283,"doi":7},"877",{"fullpath":287,"name":288},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F10_congresso_brasileiro_de_pesquisa_e_desenvolvimento_em_design%2Ftu0kxfwj-1766933307-877-887.pdf","tu0kxfwj-1766933307-877-887.pdf",[290,293,296,299,302,305,308,311,314,317,320,323,326,329,332,335,338,341],{"label":291,"id":292},"BATES, Bob. \u003Cstrong>Game Design\u003C/strong>. Florence: Course Technology PTR, 2004.","4ed91e11-b340-4232-a9b4-38bb76ba5b00",{"label":294,"id":295},"BUCCINI, Marcos; PADOVANI, Stephania. Uma introdução ao design experiencial. \u003Cstrong>Revista Estudos em Design\u003C/strong>, v. 13, n.2. p. 9-29, abr. 2006.","60b9323b-a6ec-4059-a14c-606448f84d70",{"id":297,"label":298},"28dc5358-027b-4a27-a087-2d33458b38e3","BUCKNER, K.; FANG, H.; QIAO, S. \u003Cstrong>Advergaming\u003C/strong>: A New Genre in Internet Advertising. 2002. Disponível em: http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/9.html. Acesso em 12/12/2007.",{"label":300,"id":301},"CARTELLIERI, Caroline et. Al. O Verdadeiro Impacto da Propaganda na Internet. em SHETH, Jagdish N., ESHGHI, Abdolreza e KRISHNAN, Balaji C. – \u003Cstrong>Marketing na Internet\u003C/strong>. 1ª ed. Porto Alegre: Bookman, 2002.","ad1275fc-ef44-4807-ab83-d51d09d00b18",{"label":303,"id":304},"DAHL, Stephan; EAGLE, Lynne; BÁEZ, Carlos. \u003Cstrong>Analysing Advergames\u003C/strong>: Active Diversions or Actually Deception. Middlesex University Business School: Social Science Research Network, 2006. Disponível em: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=907841. Acesso em: 02/01/2008.","91dccef3-d24d-49f7-a69e-bb2d7ae20311",{"label":306,"id":307},"FREITAS, Henrique e OLIVEIRA, Mirian. Focus group: instrumentalizando o seu planejamento. In: GODOI, Christiane Kleinubing, BANDEIRA-DE-MELO, Rodrigo e SILVA, Anielson Barbosa (Org.) \u003Cstrong>Pesquisa Qualitativa em Estudos Organizacionais\u003C/strong>. São Paulo: Editora Saraiva, 2006. (p. 325 a 346).","4d2bb534-0084-4b76-849f-ba9cc9c4df99",{"label":309,"id":310},"GEISTFELD, Loren V. Consumer Decision Making: The Technical Efficiency Approach. \u003Cstrong>Journal of Consumer Research\u003C/strong>. Vol. 4, nº 1, jun 1977. Pgs. 48-56.","1b0cd54c-e8c8-4523-9c14-7566faeab743",{"label":312,"id":313},"GRIGOROVICI, D.M.; CONSTANTIN, C.D. Experiencing Interactive Advertising Beyond Rich Media. Impacts of Ad Type and Presence on Brand Effectiveness in 3D Gaming Immersive Virtual Environments. \u003Cstrong>Journal of Interactive Advertising\u003C/strong>, 5 (1), p. 1 – 26. 2004.","53f969d4-83fe-4b1d-9557-18b07e2d68b2",{"label":315,"id":316},"HOLBROOK, Moris e HIRSCHMAN, Elisabeth C. The Experiential Aspects of Consumption: Consumer Fantasies, Feelings and Fun. \u003Cstrong>Journal of Consumer Research\u003C/strong>. Vol. 9, nº 2, set. 1982. Pgs. 132-140.","d94ba05e-057e-4e92-a5dc-b26c02647690",{"label":318,"id":319},"HOLBROOK, Moris. The Millenial Consumer in the text of our times: Experience and Entertainment. \u003Cstrong>Journal of Macromarketing\u003C/strong>. Dezembro 2000.","69099296-e510-45bf-9f6a-756025bb78e1",{"id":321,"label":322},"04284e87-2396-4400-8b9b-2062516bfe50","JORDAN, Patrick W. \u003Cstrong>Designing pleasurable products\u003C/strong>: an introduction to the new human factors. Londres: Taylor & Francis, 2002.",{"label":324,"id":325},"KASSARJIAN, Harold. Content Analysis in Consumer Research. \u003Cstrong>Journal of Consumer Research\u003C/strong>. Vol. 4, jun 1977. Pgs. 8-18","d5a2b900-fc9a-43aa-b3ff-98904fcc90e9",{"label":327,"id":328},"MALHOTRA, Naresh K. \u003Cstrong>Pesquisa de Marketing\u003C/strong> – Uma Orientação Aplicada. 3a. Ed. Porto Alegre: Bookman, 2001.","4c83b014-f7ae-42ab-aa1a-69f9af3289cf",{"label":330,"id":331},"NORMAN, Donald A. \u003Cstrong>Emotional design\u003C/strong>: why we love (or hate) everyday things. Nova York: Basic Books, 2004.","00ae0aca-e3f2-447b-989c-ebccf50612ed",{"id":333,"label":334},"815f884a-77c4-42e1-b87b-a5ed2b3d0669","PETITINGA JÚNIOR, Paulo Roberto. \u003Cstrong>É hora de jogar\u003C/strong>: a interação entre marcas e consumidores no formato de advergame. Monografia de conclusão do curso de Publicidade e Propaganda. Departamento de Comunicação. Universidade Salgado de Oliveira, 2006.",{"id":336,"label":337},"b62bd44c-425c-4cbb-90e3-74d2a7471354","SCAMMON, Debra L. “Information Load” and Consumers. \u003Cstrong>Journal of Consumer Research\u003C/strong>. Vol. 4, nº 3, dez. 1977. Pgs. 140-155.",{"id":339,"label":340},"74390691-a91e-4fcb-a099-98d85f9efaa4","SCHMITT, Bernd. \u003Cstrong>Marketing Experimental\u003C/strong>. São Paulo: Nobel, 1999.",{"label":342,"id":343},"WIKIPEDIA. \u003Cstrong>Advergame\u003C/strong>. Disponível em: http://en.wikipedia.org/wiki/Advergaming. Acesso em: 09/11/2007.","71a43f5d-380c-45de-9fb1-79ad23b130fd","887",{"updateDate":7,"createDate":346,"deleteDate":7},1766933307,[33,34],"ab3669b0-1c76-4ad1-9400-d28ecf9f754f",[350,356],{"path":53,"filiation":351,"designation":7,"objectID":10,"name":8,"url":7,"_id":10,"createDate":352,"description":353,"role":7,"id":7,"slugs":354,"lastName":6,"email":11,"lastmodified":355},"Faculdade Marista","2025-12-28T14:48:27.916Z",{},[15,16],1766933307916,{"description":357,"_id":358,"designation":7,"lastmodified":355,"email":359,"slugs":360,"filiation":363,"name":364,"role":7,"path":365,"url":7,"lastName":366,"id":7,"objectID":358,"createDate":352},{},"8f32b756-a124-4c3a-a3b1-6f076d5d21a1","andrea.corradini2@gmail.com",[361,362],"andrea-corradini","corradini-andrea","Faculdade Boa Viagem e Faculdades Integradas Barros Melo","Andrea","people/8f32b756-a124-4c3a-a3b1-6f076d5d21a1","Corradini",[10,358],[369],"the-context-of-the-experience-in-advergames-an-exploratory-research-with-users",{"parent":19,"metaData":371,"updateDate":373,"data":374,"langs":383,"_id":384,"contributors":385,"contributorsIds":416,"type":55,"typeData":417,"status":73,"download":74,"slugs":499,"slug":500},{"updateDate":7,"createDate":372,"deleteDate":7},1766017383,"2025-12-17T21:23:04-03:00",{"secondary":375,"primary":379},{"keywords":376,"excerpt":377,"title":378},"\u003Cp>Experiential Design, advergame, childhood consuption\u003C/p>","Children  are  the  largest  and  fastest-growing  market  for  consumption.  Because  of  that,  the concerns about the consequences of those actions have increased. Children treat advertising messages as entertainment and as a source of information. The main purpose of this paper is to present an exploratory study on how the children's exposure to advergames may influence them  as  consumers.  Based  on  interviews,  we  attempted  to  identify  what  kind  of  experiences can  be  provided  by  advergames  released  by  the  food and  drinking  industry  and  their  effects on children.","Kids in Bull's Eye: An Experietial Design Approach",{"keywords":380,"excerpt":381,"title":382},"\u003Cp>Design Experiencial, Advergame, Consumo Infantil\u003C/p>","O mercado infantil vem mobilizando grande atenção e investimento das empresas. Paralelamente, também vem aumentando a preocupação sobre as conseqüências de ações comerciais voltadas para este mercado. As crianças aprendem a consumir mensagens publicitárias, tratando-as como entretenimento e como fonte de informação. O principal objetivo deste artigo é apresentar um estudo exploratório sobre como a exposição das crianças aos advergames pode influenciá-las enquanto consumidoras. Com base em entrevistas, procurou-se identificar nestes jogos, lançados pela indústria de bebidas e alimentos, os tipos de experiências promovidas e os possíveis efeitos provocados nas crianças.","A Criança no Alvo do Design Experiencial",[33,34],"d61f5117-6664-44ad-bb7d-8e88df75b9ac",[386,391,396,406],{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":387,"role":7,"_id":10,"createDate":388,"filiation":248,"slugs":389,"url":7,"path":53,"lastmodified":390,"objectID":10},{},"2025-12-18T00:23:03.877Z",[15,16],1766017383877,{"id":7,"name":392,"lastName":393,"email":183,"designation":7,"description":394,"role":7,"_id":179,"createDate":388,"filiation":248,"slugs":395,"url":7,"path":180,"lastmodified":390,"objectID":179},"Tércia","Valfrídia",{},[175,176],{"id":7,"name":397,"lastName":398,"email":399,"designation":7,"description":400,"role":7,"_id":401,"createDate":388,"filiation":248,"slugs":402,"url":7,"path":405,"lastmodified":390,"objectID":401},"Shirley","Santana","shirleysantana@gmail.com",{},"3a0a4963-5b12-4be6-93d8-6ad63545afc0",[403,404],"shirley-santana","santana-shirley","people/3a0a4963-5b12-4be6-93d8-6ad63545afc0",{"id":7,"name":407,"lastName":408,"email":409,"designation":7,"description":410,"role":7,"_id":411,"createDate":388,"filiation":248,"slugs":412,"url":7,"path":415,"lastmodified":390,"objectID":411},"Walkiria","Lopes","miudinha17@gmail.com",{},"b7693c01-9825-49dd-a01d-59f936653210",[413,414],"walkiria-lopes","lopes-walkiria","people/b7693c01-9825-49dd-a01d-59f936653210",[10,179,401,411],{"startPage":418,"file":419,"references":422,"endPage":498,"track":72,"doi":7},3886,{"fullpath":420,"name":421},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F69799.pdf","69799.pdf",[423,426,429,432,435,438,441,444,447,450,453,456,459,462,465,468,471,474,477,480,483,486,489,492,495],{"id":424,"label":425},"1527598f-bc4c-4225-8db8-24589162e504","\u003Cp>ASSOLINI, Pablo José. In \u003Cstrong>Comunicação Mercadológica: uma análise multidisciplinar\u003C/strong>. São Bernardo do Campo. São Paulo, 2008.\u003C/p>",{"id":427,"label":428},"2bc89e8a-0bf6-4e20-a52a-96ffa36de715","\u003Cp>BULMER,  Sandy;  HAWKINS,  Jacinta;  EAGLE,  Lynne.  Child  Consumers  of  Advertising: Differences across Deciles. In: \u003Cstrong>The Australian and New Zealand Marketing Academy, 7.,  ANZMAC   2004   Proceedings\u003C/strong>, New   Zealand:   School   of   Marketing   and   International Business, 2004.\u003C/p>",{"id":430,"label":431},"124e9e45-d234-4819-9419-d7ef52f7ae9c","\u003Cp>BRANDÃO, V. C. Comunicação e marketing na era digital: a internet como mídia e canal de  vendas.  In:  \u003Cstrong>Congresso  Brasileiro  de  Ciências  da Comunicação,  24.,  Campo  Grande,  MS, 2001. Anais   da   INTERCOM   –   Sociedade   Brasileira   de   Estudos   Interdisciplinares   da Comunicação\u003C/strong>. Campo Grande: UFMS. 2001.\u003C/p>",{"id":433,"label":434},"e8e0a488-4040-43d6-87eb-c2d0e078e018","\u003Cp>BUCCINI, Marcos; PADOVANI, Stephania. Uma introdução ao design experiencial. \u003Cstrong>Revista Estudos em Design\u003C/strong>, v. 13, n.2. p. 9-29, abr. 2006.\u003C/p>",{"id":436,"label":437},"8d264ca8-d8a1-4bdb-be26-a9d9da62f085","\u003Cp>CAMPOS,  Cristiana  Caldas  Guimarães  de;  JOBIM  e  SOUZA,  Solange.  Mídia,  cultura  do consumo e constituição da subjetividade na infância. \u003Cstrong>Psicologia ciência e profissão\u003C/strong>, v. 23, n. 1, p. 12-21, 2003.\u003C/p>",{"id":439,"label":440},"4b184db5-027d-482d-88df-638ed8468171","\u003Cp>CARRERO, Denise. \u003Cstrong>Crianças do consumo: a infância roubada\u003C/strong>. Tradução de Cristina Tognelli. Disponível em: http://www.youtube.com/watch?v=VSP6zW5ZMHE; http://www.youtube.com/watch?v=WCQNH6Tx5c8; http://www.youtube.com/watch?v=jFyZctXZhw8. Acesso em: 01/04/2010.\u003C/p>",{"id":442,"label":443},"ba5696db-e2ee-4555-8750-f47e1ace6766","\u003Cp>CASTILHOS,  Silmara  de  Fátima. \u003Cstrong>Lazer,  Consumo  e  Auto-regulamentação  Publicitária: Contribuição  ao  Estudo  da  Proteção  do  Consumidor  Infantil\u003C/strong>. Dissertação de mestrado. Fundação Getúlio Vargas. Escola de administração de Empresas de São Paulo. 2007.\u003C/p>",{"id":445,"label":446},"f3d84f13-2f3a-4d14-a747-7d6213bcf616","\u003Cp>DAHL,  S.;  EAGLE,  L.;  BÁEZ,  C.  (2006).  \"Analysing  Advergames:  Active  Diversions  or Actually   Deception\". \u003Cstrong>Middlesex   University   Business School:   Social   Science   Research Network\u003C/strong>. Acessado em: 20/01/2008. Disponível em:  http://papers.ssrn.com/sol3/papers.cfm?abstract_id=907841.\u003C/p>",{"id":448,"label":449},"a75a185b-46ee-4c02-aa90-e5a595c6b057","\u003Cp>GRIGOROVICI,  D.M.;  CONSTANTIN,  C.D.  Experiencing  Interactive  Advertising  Beyond Rich  Media.  Impacts  of  Ad  Type  and  Presence  on  Brand  Effectiveness  in  3D  Gaming Immersive Virtual Environments. \u003Cstrong>Journal of Interactive Advertising\u003C/strong>, 5 (1), p. 1 – 26. 2004.\u003C/p>",{"id":451,"label":452},"f37cf6c9-d43f-4968-bfdb-b2b99caeedd7","\u003Cp>JÄÄSKÖ,  V.,  MATTELMÄKI,  T.  &  YLIRISKU,  S.  \u003Cstrong>The  scene  of  experiences. The  Good, The Bad and The Irrelevant\u003C/strong>. Helsinki, 2003.\u003C/p>",{"id":454,"label":455},"89dbb2e4-3aac-4215-8b8b-b07686dbfec5","\u003Cp>JOHNSON,  Steve. \u003Cstrong>Cultura  da  interface:  como  o  computador  transforma  nossa  maneira  de criar e comunicar\u003C/strong>. Rio de Janeiro: Jorge Zahar Editor, 2001.\u003C/p>",{"id":457,"label":458},"b3dae4e6-328d-410c-b23a-8852d5be3527","\u003Cp>JORDAN, P. W. (2002). \u003Cstrong>Designing pleasurable products: an introduction to the new human factors\u003C/strong>. Londres: Taylor & Francis.\u003C/p>",{"id":460,"label":461},"f2b6122c-e797-48d9-a941-af02e93bff0d","\u003Cp>KARSAKLIAN, Eliane. \u003Cstrong>Comportamento do Consumidor\u003C/strong>. ed. São Paulo: Atlas, 2004.\u003C/p>",{"id":463,"label":464},"5dcf891b-af55-44b1-a2c3-6c9036aee4eb","\u003Cp>KUNKEL,  D.;  WILCOX,  B.  L.;  CANTOR,  J.;  PALMER,  E.; LINN,  S.;  DOWRICK,  P.  In: \u003Cstrong>Psychological Issues in the Increasing Commercialization of Childhood. Studies in the News: Children  and  Family  Supplement. Report  of  the  APA  task  force  on  advertising  and children\u003C/strong>, p. 4-14, February, 2004.\u003C/p>",{"id":466,"label":467},"5de8ab12-5fc7-4d86-8748-586c3fc5463a","\u003Cp>LINN, Susan. \u003Cstrong>Crianças do consumo: a infância roubada\u003C/strong>. Tradução de Cristina Tognelli. São Paulo: Instituto Alana, 2006.\u003C/p>",{"id":469,"label":470},"c46457d3-9656-47d9-9a4d-5bec40319565","\u003Cp>LIPOVETSKY,  Gilles. \u003Cstrong>Os  tempos  hipermodernos\u003C/strong>.  Tradução  de  Mário  Vilela.  São  Paulo: Barcarolla, 2004.\u003C/p>",{"id":472,"label":473},"e8be7730-c32f-46ad-90ff-1b6104087a80","\u003Cp>LOYOLA;  Viviane  Dias.  O  Consumidor  na  Infância:  as faces  do  consumo  infantil.  In: \u003Cstrong>Congresso  Brasileiro  de  Ciências  da  Comunicação,  31., Anais  da  INTERCOM\u003C/strong>,  Natal: UFRN, 2008.\u003C/p>",{"id":475,"label":476},"a7d313ef-ac75-4a68-9f94-6eac569b1af4","\u003Cp>MORAES,  D. \u003Cstrong>O  concreto  e  o  virtual:  mídia,  cultura  e  tecnologia\u003C/strong>. Rio de Janeiro:  DP&A, 2001.\u003C/p>",{"id":478,"label":479},"624ec272-1ed1-4a0d-a81a-9101f271ba02","\u003Cp>NORMAN,  D.  A.  (2004). \u003Cstrong>Emotional  design:  why  we  love  (or  hate)  everyday  things\u003C/strong>.  Nova York: Basic Books.\u003C/p>",{"id":481,"label":482},"a6a30f30-2f17-4346-a034-cec8a8988e64","\u003Cp>OMS - ORGANIZAÇÃO MUNDIAL DE SAÚDE. \u003Cstrong>Prevenção de doenças crônicas um investimento vital\u003C/strong>. Tradução por Marcelo Carvalho Oliveira. 2005.\u003C/p>",{"id":484,"label":485},"b0d91451-e2f1-4134-a820-70bed1691096","\u003Cp>OMS - ORGANIZAÇÃO MUNDIAL DE SAÚDE. \u003Cstrong>Cardiovascular risk factor trends and potential for reducing coronary heart disease mortality in the United States of America\u003C/strong>. 2010.\u003C/p>",{"id":487,"label":488},"993acca9-9b6b-4f03-a0e7-16c39217ab3f","\u003Cp>PETITINGA JÚNIOR,  P.  R. \u003Cstrong>É  hora  de  jogar:  a  interação  entre  marcas  e  consumidores  no formato de advergame\u003C/strong>. Universidade Salgado de Oliveira, Recife, 2006.\u003C/p>",{"id":490,"label":491},"a3fa230d-a8fc-43c9-b695-c43da2ee6cf0","\u003Cp>RODRIGUES, Carla Daniela Rabelo; BATISTA, Leandro Leonardo. Propaganda e Crianças In:  \u003Cstrong>Congresso  Brasileiro  de  Ciências  da  Comunicação,  30., Anais  da  INTERCOM\u003C/strong>,  Santos: Intercom/Unisanta/Unisantos/Unimonte, 2007.\u003C/p>",{"id":493,"label":494},"96be54d3-af50-4725-9222-21a76a9e297d","\u003Cp>SANTOS, Luiz Cezar S. dos. A tevê como meio de comunicação em massa para modelar crianças. \u003Cstrong>Movendo Idéias\u003C/strong>. Belém, v.5, no.8, p. 62-66, dez. 2000.\u003C/p>",{"id":496,"label":497},"513313b5-39e0-447f-b04f-b6c59db778a0","\u003Cp>SCHMITT, B. (2000). \u003Cstrong>Marketing Experimental\u003C/strong>. Nobel, São Paulo.\u003C/p>",3897,[500],"a-crianca-no-alvo-do-design-experiencial",{"target":502,"query":503},"people/get",{"id":10,"articles":504},"true",1780316095620]