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Abstract(s)
O entretenimento digital tem crescido exponencialmente nos últimos anos, transformando a interação entre criadores e públicos. Destaca-se a tendência para o entretenimento transmediático, que une diferentes plataformas para envolver o público em narrativas imersivas. Esta convergência não só diversifica os conteúdos, englobando filmes, séries, jogos, livros e redes sociais, como também promove a interatividade, fortalecendo a relação entre criadores e consumidores. Este projeto destaca a proliferação de plataformas online, redes sociais e serviços de streaming, que revolucionaram a forma como o público consome conteúdos, oferecendo várias opções acessíveis em qualquer altura e lugar. O principal objetivo desta pesquisa foi compreender as características do entretenimento transmediático que mais atraem o público, mesmo quando não familiarizado com o formato de narrativa transmedia. Para isso, o presente trabalho segue uma metodologia qualitativa com uma análise de projectos transmédia de sucesso, criando um projeto transmedia e validando o projeto através de grupos de foco. O projeto concebido tem como base um mundo fantástico, onde os elementos mágicos fluem da Lua, e a narrativa estende-se por seis produtos em diferentes plataformas. As principais conclusões deste estudo destacam a importância da contextualização narrativa, da interatividade personalizada, da clareza na apresentação das regras do mundo ficcional, da expansão geográfica do universo ficcional, da diversificação e profundidade das personagens, da flexibilidade na ordem de consumo e da presença de uma componente visual vital nos produtos transmédia. Estas características foram identificadas como elementos que aumentam o atrativo do entretenimento transmédia para o público. Além disso, o estudo salienta a necessidade de adaptar os projectos transmédia às expectativas e necessidades do público-alvo para proporcionar experiências mais envolventes e satisfatórias.
Digital entertainment has grown exponentially in recent years, transforming the interaction between creators and audiences. The trend towards transmediatic entertainment stands out, uniting different platforms to involve the audience in immersive narratives. This convergence not only diversifies content, encompassing films, series, games, books and social networks but also promotes interactivity, strengthening the relationship between creators and consumers. This project highlights the proliferation of online platforms, social networks and streaming services, which have revolutionized the way audiences consume content, offering various options accessible at any time and place. The main objective of this research was to understand the characteristics of transmedia entertainment that most appeal to audiences, even when they are unfamiliar with the transmedia narrative format. To this end, this work follows a qualitative methodology with an analysis of successful transmedia projects, creating a transmedia project and validating the project through focus groups. The project conceived is based on a fantastic world, where magical elements flow from the moon, and the narrative extends across six products on different platforms. The main conclusions of this study highlight the importance of narrative contextualization, personalized interactivity, clarity in the presentation of the rules of the fictional world, geographical expansion of the fictional universe, diversification and depth of the characters, flexibility in the order of consumption and the presence of a vital visual component in transmedia products. These characteristics were identified as elements that increase the appeal of transmedia entertainment for the audience. In addition, the study highlights the need to adapt transmedia projects to the expectations and needs of the target audience to provide more engaging and satisfying experiences.
Digital entertainment has grown exponentially in recent years, transforming the interaction between creators and audiences. The trend towards transmediatic entertainment stands out, uniting different platforms to involve the audience in immersive narratives. This convergence not only diversifies content, encompassing films, series, games, books and social networks but also promotes interactivity, strengthening the relationship between creators and consumers. This project highlights the proliferation of online platforms, social networks and streaming services, which have revolutionized the way audiences consume content, offering various options accessible at any time and place. The main objective of this research was to understand the characteristics of transmedia entertainment that most appeal to audiences, even when they are unfamiliar with the transmedia narrative format. To this end, this work follows a qualitative methodology with an analysis of successful transmedia projects, creating a transmedia project and validating the project through focus groups. The project conceived is based on a fantastic world, where magical elements flow from the moon, and the narrative extends across six products on different platforms. The main conclusions of this study highlight the importance of narrative contextualization, personalized interactivity, clarity in the presentation of the rules of the fictional world, geographical expansion of the fictional universe, diversification and depth of the characters, flexibility in the order of consumption and the presence of a vital visual component in transmedia products. These characteristics were identified as elements that increase the appeal of transmedia entertainment for the audience. In addition, the study highlights the need to adapt transmedia projects to the expectations and needs of the target audience to provide more engaging and satisfying experiences.
Description
Keywords
Transmedia storytelling Entretenimento Consumo das audiências Convergência Entertainment Audience consumption Convergence
