Pró-Reitoria Acadêmica Escola De Educação, Tecnologia E Comunicação Curso De Comunicação Social Trabalho De Conclusão De Curso

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Pró-Reitoria Acadêmica Escola De Educação, Tecnologia E Comunicação Curso De Comunicação Social Trabalho De Conclusão De Curso Pró-Reitoria Acadêmica Escola de Educação, Tecnologia e Comunicação Curso de Comunicação Social Trabalho de Conclusão de Curso INFLUENCIADORES DIGITAIS NO SEGMENTO DE JOGOS ELETRÔNICOS: UM ESTUDO DE CASO DO JOGADOR DE COUNTER-STRIKE GABRIEL “FALLEN” TOLEDO Autor: Bruno Rodrigues Alves Orientador: Prof. MSc. Igor Gomes Silva Brasília - DF 2018 BRUNO RODRIGUES ALVES INFLUENCIADORES DIGITAIS NO SEGMENTO DE JOGOS ELETRÔNICOS: UM ESTUDO DE CASO DO JOGADOR DE COUNTER-STRIKE GABRIEL “FALLEN” TOLEDO Monografia apresentada ao curso de graduação em Comunicação Social da Universidade Católica de Brasília como requisito parcial para obtenção do Título de Bacharel em Publicidade e Propaganda. Orientador: Prof. MSc. Igor Gomes Silva Brasília - DF 2018 Dedico esse trabalho a minha família, que sempre apoiou os meus estudos, que apesar de todas dificuldades e dos momentos difíceis nunca me deixou faltar nada. AGRADECIMENTOS Agradeço, primeiramente à Deus por ter me proporcionado uma vida repleta de ensinamentos, sem ele eu não chegaria a lugar algum. Em segundo lugar, agradeço aos meus pais José Alves Pereira Filho e Célia Regina Rodrigues Pereira por terem feito o possível e o impossível para que eu tivesse uma formação acadêmica de qualidade e por todo o apoio prestado nestes longos anos. Amo vocês! Também agradeço aos meus irmãos Giselly Glads Rodrigues Alves, Danilo Rodrigues Alves e Igor Rodrigues Alves por todos os anos de parceria, risadas e companheirismo. Aos meus amigos e ex-companheiros de trabalho da Universidade de Brasília (UnB), Denise, Tatiane, Fabiane, Ruty, Luiz, Paulo e Marcos pelo todo apoio durante as minhas dificuldades e nos momentos que eu mais precisei. Também não posso esquecer dos meus amigos de curso da Universidade Católica de Brasília – UCB, Daniel, Bárbara, Eliane, Lucas e Samuel e tantos outros, no qual fizeram parte de uma trajetória muito importante da minha vida com bastante risadas, conselhos e parcerias durante os quatros anos de curso. Agradeço também aos meus amigos e companheiros de game, Wendel “BTY” Parrião, Paulo “DmezY” Henrique, Guilherme “StopyZ” Wallace e Juan “AnjuU” Mathias, por todos os momentos de risadas e parceria dentro do jogo, são pessoas que me acompanharam em todo processo do trabalho, por isso agradeço muito à eles. #GOCTM. E por fim, ao meu orientador Igor Gomes da Silva, por ter aceitado o meu convite, acreditar na minha capacidade para desenvolver o trabalho e compartilhar o seu conhecimento. Aos demais professores do curso de Comunicação Social, deixo aqui o meu muito obrigado por todo o ensinamento prestado e pelo desenvolvimento de um ótimo trabalho de suas profissões que são árduas, porém gratificante. “Trabalhe. Acredite. Seja sempre respeitoso. Mas mais do que tudo, corra atrás dos seus sonhos e seja paciente”. Gabriel “FalleN” Toledo RESUMO Referência: ALVES, Bruno Rodrigues. Influenciadores digitais no segmento de jogos eletrônicos: um estudo de caso do jogador de Counter-Strike Gabriel “FalleN” Toledo. 2018. 53 f. Monografia (Comunicação Social - Publicidade e Propaganda) – Universidade Católica de Brasília, Brasília, 2018. O presente trabalho de conclusão de curso analisa as principais estratégias utilizadas pelos influenciadores digitais no segmento de jogos eletrônicos. Para tanto, demonstra-se os avanços proporcionados pela tecnologia em todas as dimensões sociais, incluindo o mundo do marketing e dos games. O surgimento das mídias sociais e das novas formas de interação online também são discutidas neste trabalho, na qual a figura do influenciador digital aparece com grande relevância neste contexto. Neste sentido, será realizado um estudo de caso do jogador profissional de Counter- Strike, Gabriel “FalleN” Toledo, na qual serão analisadas as principais estratégias de marketing utilizadas por este influenciador nas mídias sociais para atrair e fidelizar seus seguidores. Os resultados da análise, demonstram que o sucesso do jogador se sustenta no planejamento integrado das ações de marketing digital nas diversas mídias sociais, com a utilização de múltiplas estratégias que garantem a visibilidade, interação e o aumento constante do número de seguidores. Palavras-chave: Marketing Digital. Redes Sociais. Influenciadores Digitais. Jogos Eletrônicos. Counter-Strike. ABSTRACT This paper analyzes the main strategies used by the digital influencers in the segment of electronic games. To do so, it demonstrates the advances provided by technology in all social dimensions, including marketing and games. The emergence of social media and new forms of online interaction are also discussed in this paper, in which the figure of the digital influencer appears with great relevance in this context. In this sense, a case study of the professional Counter-Strike player Gabriel "FalleN" Toledo will be carried out, in which the main marketing strategies used by this influencer in social media will be analyzed to attract and retain his followers. The results of the analysis show that the effectiveness of actions are based on an integrated planning of various social media, using multiple strategies that guarantee visibility, interaction and a constant increase in the number of followers. Key-Words: Digital Marketing. Social Networks. Digital Influencers. Electronic Games. Counter-Strike. SUMÁRIO 1. INTRODUÇÃO ..................................................................................................... 8 1.1. OBJETIVOS ................................................................................................... 9 1.2. JUSTIFICATIVA ........................................................................................... 10 1.3. METODOLOGIA .......................................................................................... 11 2. REVISÃO BIBLIOGRÁFICA .............................................................................. 13 2.1. FUNDAMENTOS DA REVOLUÇÃO DIGITAL ............................................. 13 2.2. ESTRATÉGIAS DE MARKETING DIGITAL ................................................. 15 2.3. O FENÔMENO DAS MÍDIAS SOCIAIS ........................................................ 22 2.4. INFLUENCIADORES DIGITAIS ................................................................... 24 3. O MERCADO DE JOGOS ELETRÔNICOS NO BRASIL .................................. 26 3.1. TIPOS DE JOGOS ELETRÔNICOS ............................................................ 27 3.2. COUNTER-STRIKE ..................................................................................... 29 4. ESTUDO DE CASO SOBRE INFLUENCIADORES DIGITAIS NO SEGMENTO DE JOGOS ELETRÔNICOS. .................................................................................... 31 4.1. GABRIEL “FALLEN” TOLEDO. .................................................................... 31 4.2. FALLEN VS CONCORRENTES NAS REDES SOCIAIS ............................. 33 4.3. ANÁLISE DAS ESTRATÉGIAS DE MARKETING DIGITAL DE FALLEN .... 37 5. CONSIDERAÇÕES FINAIS ............................................................................... 48 6. REFERÊNCIAS .................................................................................................. 50 8 1. INTRODUÇÃO A evolução constante das tecnologias da informação e da comunicação possibilitou o surgimento de inúmeros dispositivos utilizados no cotidiano popular. Atualmente, as pessoas estão cada vez mais conectadas e com fácil acesso à internet, proporcionando uma integração e interação em tempo real entre as pessoas e máquinas. Essa revolução está relacionada ao crescimento da cibercultura, da rede mundial de computadores e do Ciberespaço. Lévy (1999, p.102) define o ciberespaço como “espaço de comunicação aberto pela interconexão mundial dos computadores e das memórias dos computadores”. Neste sentido, é fácil perceber a forma como os indivíduos se comunicam diariamente por meio das tecnologias interativas, evidenciada pelo uso massivo em diversas mídias sociais. Decorrente dessas mudanças globais provocadas pela tecnologia, é notório que as pessoas desejam estar conectadas em alguma rede social ou grupo, seja por meio do uso de computadores, smartphones ou tablets, visto que estes dispositivos móveis facilitam o acesso à informação e a interação entre as pessoas. Neste contexto, o marketing digital e as mídias sociais ganharam grande relevância na vida das pessoas e consequentemente, na relação mercadológica com empresas e marcas. Pessoas anônimas e celebridades passaram a ganhar notoriedade nestes espaços, ganhando milhões de seguidores. Também chamados de influenciadores digitais, estes profissionais atuam nas mídias digitais como formadores de opinião. Essas pessoas se destacam nas redes sociais e possuem capacidade de alcançar e impactar várias pessoas, afim de traçar opiniões, comportamentos e, até mesmo, criar conteúdos e produtos que sejam altamente exclusivos, utilizando de sua posição para influenciar os consumidores (SILVA, TESSAROLO, 2016). Em específico, nos jogos eletrônicos, também existem influenciadores digitais que possuem relevância junto ao seu público, aqui, podemos citar alguns dos mais importantes que atuam no Brasil, entre eles: Gabriel “FalleN” Toledo e Lincoln “fnx” Lau (jogadores profissionais de Counter-Strike), Felipe "brTT" Gonçalves e Felipe " YoDa "Noronha (jogadores profissionais de League Of Legends). Estes personagens atuam em diversas mídias digitais, como, Facebook, Instagram, Twitter e YouTube. Esses jogadores possuem conteúdos diferenciados para atrair o público, assim como 9 também possuem a própria marca e
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