Uma Análise Do Processo Transmidiático Da Cerveja Duff No Seriado Os Simpsons Emerson Rocha MARTINS Adinan Carlos NOGUEIRA

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Uma Análise Do Processo Transmidiático Da Cerveja Duff No Seriado Os Simpsons Emerson Rocha MARTINS Adinan Carlos NOGUEIRA Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação XXXIX Congresso Brasileiro de Ciências da Comunicação – São Paulo - SP – 05 a 09/09/2016 Uma Análise Do Processo Transmidiático Da Cerveja Duff No Seriado Os Simpsons Emerson Rocha MARTINS1 Adinan Carlos NOGUEIRA2 Pontifícia Universidade Católica de Minas Gerais, Poços de Caldas – MG RESUMO A série “Os Simpsons” surgiu em 1989 e conta com 27 temporadas até o momento. Dentro do seriado, são apresentadas diversas marcas, dentre elas a cerveja Duff, bebida preferida de Homer Simpson. A Duff aparece logo no primeiro episódio do seriado, e com o passar dos anos e o desenrolar da narrativa, o produto vai ganhando cada vez mais destaque. O presente artigo tem como finalidade analisar o processo transmidiático da cerveja Duff, do mundo ficcional para o mundo real, descrevendo a evolução do produto dentro do seriado, desde sua primeira inserção até a sua consolidação ao longo de todas as temporadas da série. Além disso, o trabalho aborda as táticas de propaganda da cerveja dentro da narrativa da série, os possíveis fatores que puderam contribuir para o sucesso da Duff no mundo real, e qual o nível de influência da série sob o consumidor diante da materialização da cerveja. Palavras-chave: Duff; cerveja; transmídia; Os Simpsons; seriado. Introdução A série “Os Simpsons” surgiu em 1989 e conta com 27 temporadas até o momento. Retratando uma família de classe média, o objetivo da série é satirizar a cultura, a sociedade americana, a televisão e vários aspectos da condição humana. A trama é considerada como uma das maiores séries de televisão de todos os tempos. A edição da revista Time de 31 de dezembro de 1999 classificou “Os Simpsons” como a melhor série do século XX e, em 14 de janeiro de 2000, a família Simpson foi premiada com uma estrela na Calçada da Fama de Hollywood. A cerveja Duff, bebida preferida de Homer Simpson, aparece logo no primeiro episódio do seriado e, com o passar dos anos e o desenrolar da narrativa, o produto veio ganhando cada vez mais destaque. A repercussão da cerveja foi tão grande que despertou o interesse dos telespectadores, que sonhavam em provar o gosto da bebida. Pensando nisso, o comerciante mexicano Rodrigo Contreras decidiu materializar a cerveja Duff e colocá-la no mercado, visto que a marca não era patenteada fora do seriado. 1 Mestrando do Programa de Pos-graduação em Imagem e Som da Universidade Federal de São Carlos – UFSCar, email: [email protected] 2 Orientador do trabalho. Professor do Curso de Publicidade e Propaganda da PUC Minas e UNIFAE, email: [email protected] 1 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação XXXIX Congresso Brasileiro de Ciências da Comunicação – São Paulo - SP – 05 a 09/09/2016 Desde a popularização da TV e a disseminação de novelas e seriados, o telespectador pôde conhecer de perto outros estilos de vida. Ao acompanhar o cotidiano e a trajetória desses personagens, o público pode conhecer e reconhecer os produtos que eram utilizados por eles nessas histórias, como roupas e acessórios. Ao promover a identificação de produtos no meio televisivo, a mídia desenvolve no espectador um novo desejo de consumo. Esse desejo desperta no público a vontade de ter experiências com aquilo que aparece na tela e de participar de alguma forma da história da trama. Poder vestir a mesma roupa que seu personagem favorito está usando, seria uma boa exemplificação desse desejo. O público, mesmo sem entender deste conceito, busca cada vez mais essa transição de informações e produtos entre os meios. A indústria da mídia ao perceber esse comportamento do consumidor, adota a convergência midiática como forma de criar múltiplas plataformas para vender seu produto. Para Duarte (2010), o público quer dialogar, colaborar, sentir-se envolvido com o produto e interagir com a empresa ou marca. A possibilidade de ver, comentar ou consumir algo que antes estava tão distante, como na TV, agora em outro meio, como na internet ou mesmo na vida real, pode ser compreendido como algo gerado pela cultura da convergência. Assim, para muitos pesquisadores vive-se a “era da convergência”. As mídias estão convergindo e o modo de consumir e interagir com elas está mudando. Jenkins (2008) analisa outra marca da cultura da convergência: a narrativa transmídia, ou seja, a produção em diferentes plataformas complementares e independentes. Logo, o presente trabalho teve como objetivo apresentar o processo transmidiático que a cerveja Duff passou, desde a sua aparição no seriado “Os Simpsons” até a sua fabricação e comercialização no mundo real, além da evolução da marca dentro da série. Teorias E Técnicas Da Propaganda Dos primórdios da comunicação e do surgimento da publicidade até os dias atuais, muita coisa mudou. A disseminação da cultura, o avanço das tecnologias, o capitalismo e a crescente evolução da internet, proporcionaram aos consumidores formas cada vez mais práticas de compra e necessidades de consumo muito mais elaboradas, o que exigiu uma reestruturação do mercado. Segundo Sant’Anna (2010), a publicidade visa três objetivos: promover uma ideia na mente do consumidor; despertar o desejo pela coisa anunciada e levar o consumidor ao ato da 2 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação XXXIX Congresso Brasileiro de Ciências da Comunicação – São Paulo - SP – 05 a 09/09/2016 compra. Para que esses objetivos se concretizem, é necessário planejar a propaganda, visando sempre às necessidades e os desejos dos consumidores. Além disso, algumas técnicas auxiliam no poder de eficácia da comunicação e da propaganda, tornando a mensagem da marca mais interessante. Sant’Anna (2010) cita entre elas, o humor. Para ele, o humor vende, pois suaviza a venda do produto. Grandes marcas têm-se apropriado do humor para vender seus produtos e um dos maiores exemplos do mercado são as marcas de cerveja. A narrativa dos comerciais de cerveja segue quase sempre a mesma trajetória: mulheres bonitas e sensuais e uma reunião de amigos, o que acaba resultando em diversão e risadas. Futebol e rivalidades também estão constantemente presentes nesse tipo de propaganda, e o humor nunca fica de fora. Como Sant’Anna (2010) afirmou, o humor suaviza a venda dos produtos. Outra técnica apresentada por Sant’Anna (2010) é a testemunhal, quando os usuários do produto dão testemunho de sua eficiência. A chave desse tipo de comercial é usar pessoas normais, que transmitam sinceridade ao falar do produto. O testemunhal geralmente é utilizado em propagandas de utensílios domésticos, nas quais donas de casa são escolhidas para falar sobre as qualidades do produto. Além do humor e da técnica testemunhal, a criação de um personagem que acompanhe o produto também é considerada uma eficiente técnica de propaganda. Para Sant’Anna (2010), o personagem torna-se um símbolo vivo do produto. Um exemplo disso é o garoto propaganda da Bombril, Carlos Moreno, que empresta seu rosto para a marca desde 1978. A imagem de Carlos ficou tão ligada à empresa que ele é conhecido até hoje como “garoto Bombril”. Outro exemplo recente da utilização de personagem para venda de produtos é o do ator Tony Ramos com a marca Friboi. A empresa afirmou que a primeira propaganda estrelada pelo ator global elevou em 20% as vendas das carnes Friboi. Tony Ramos fez sua primeira aparição como garoto propaganda da marca em 2013, e teve seu contrato renovado em 2015. Para Carrascoza (2012), o mercado deixa de ser apenas um lugar de trocas de mercadorias e passa a ser visto como território de interações, com espaços de escolha e de diálogos entre sujeitos, de satisfação de necessidades materiais e culturais. A partir daí, pode- se identificar o modelo de cultura da convergência, desenvolvida pelo professor americano Henry Jenkins (2008), que a define como um lugar onde as velhas e novas mídias colidem, onde mídia corporativa e mídia alternativa se cruzam, onde o poder do produtor de mídia e o poder do consumidor interagem de maneiras imprevisíveis. 3 Intercom – Sociedade Brasileira de Estudos Interdisciplinares da Comunicação XXXIX Congresso Brasileiro de Ciências da Comunicação – São Paulo - SP – 05 a 09/09/2016 Devido ao grande sucesso de “Os Simpsons” na maior parte do mundo, é inevitável o surgimento de games, revistas, e até filmes produzidos com os personagens e a temática da série, o que faz com que inúmeros fãs do desenho acompanhem a trajetória dos moradores de Springfield em diferentes plataformas de mídia. Segundo Lagger (2006), “Os Simpsons” já lançaram quatro álbuns e fizeram muito sucesso. As músicas são cantadas pelos dubladores originais da série. No Brasil, o álbum Sing the Blues foi lançado em 1990 e teve até clipe na MTV. Além disso, a série conta com vários jogos, criados em diversas plataformas, inspirados em sua história. Para Irwin, Conard e Skoble (2004), a ficção promove a identificação, como acontece no caso dos personagens Homer e Marge Simpson, cujas vidas apresentam semelhanças, ainda que caricaturadas, com a vida de muitos espectadores. Homer é descrito como um indivíduo preguiçoso, beberrão, mas fortemente dedicado à família. Segundo Irwin, Conard e Skoble (2004), Homer exemplifica diferentes tipos de caráter, dependendo da área da vida em que se levanta a questão. Marge Simpson é descrita como mãe e dona de casa exemplar, sempre disposta a cuidar dos filhos e do marido. Irwin, Conard e Skoble (2004) descrevem o relacionamento das pessoas com personagens fictícios como uma “representação empática” em que os leitores ou espectadores simulam os estados emocionais e intelectuais dos personagens específicos. Dessa forma, é provável que um fã assíduo da série, imagine, corriqueiramente, como se sentiria Homer em determinada situação, ou o que Lisa Simpson faria em outra. Os autores continuam afirmando que as ficções encorajem a identificação com personagens específicos, projetando-nos imaginariamente para dentro do mundo deles, jamais se poderá ser esses personagens ou entrar nesses mundos.
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