<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0">
<channel>
<title>Comunicação Digital</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/9980</link>
<description>Comunicação Digital</description>
<pubDate>Wed, 15 Apr 2026 20:00:16 GMT</pubDate>
<dc:date>2026-04-15T20:00:16Z</dc:date>
<item>
<title>Branding para a tomada de decisão de compra no mercado gamer</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12867</link>
<description>Branding para a tomada de decisão de compra no mercado gamer
Botelho, Daniela Ruschel
Observing the fast growth of the market of games in Brazil and in the world, there is a need to understand the branding applied in this market segment. Game brands can benefit from understanding the gamer audience's decision-making process, in relation to their brand, to apply more effective marketing strategies. This research aims to understand how branding interferes in the decision-making process of gamers regarding their choice, between purchasing a console, notebook or computer, focusing on the brands Dell Gaming, Alienware, Playstation 4 and Xbox One. For that, a bibliographic review was carried out on authors of game theory, branding and decision making, culminating in the creation of a matrix of values of importance for decision making. After analyzing the data obtained through a questionnaire, which included a total of 56 participants, and then an in-depth interview, which was attended by 6 people who consider themselves gamers.
</description>
<pubDate>Fri, 10 Jul 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12867</guid>
<dc:date>2020-07-10T00:00:00Z</dc:date>
</item>
<item>
<title>Maturidade em experiência de usuário: um estudo de caso em empresas do Rio Grande do Sul</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12032</link>
<description>Maturidade em experiência de usuário: um estudo de caso em empresas do Rio Grande do Sul
Jardim, Juliana Caroline
Due to the accelerated emergence of the User Experience - UX area in Brazil, this research addressed the issue of maturity in User Experience, in order to ascertain the scenario of the area in companies in Rio Grande do Sul - Brazil. For this purpose, it was necessary to analyze the planning, resources, and existence of UX leaders; identify elements of organizational culture and investigate the influence of design oriented culture promoters in these organizations. A multiple case study was carried out, guided by the hypothetical-deductive methodology. Thus, it was found that the maturity models described in the literature are useful diagnostic tools. Furthermore, certain organizational cultures contribute to the evolution in maturity of more user centered practices. And, finally, that design professionals play a key role in promoting the evolution of UX maturity in organizations. From these results, it was possible to verify that more than half of the cases studied have intermediate to post-intermediate levels of UX maturity, while the other companies showed commitment to evolve in this sense.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12032</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
</item>
<item>
<title>Glocalização do McDonald's no Brasil: caso méqui</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12030</link>
<description>Glocalização do McDonald's no Brasil: caso méqui
Noal, Nicolas Fiorot
Méqui, a name adopted by McDonald's in Brazil, was part of a campaign of glocal character, whose repercussion obtained remarkable relevance. The objective of this work, using the case study methodology, is to analyze the Méqui case and its impacts after changing the brand name to popular terms of Brazilian consumers. It is proposed to seek opinions, through qualitative and quantitative research to understand different audiences, in addition to bibliographic rescues to conceptualize the work. From the study conducted, it is understood the feasibility of replicating similar local campaigns in the country, but aware of the implications and risks.
</description>
<pubDate>Fri, 17 Dec 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12030</guid>
<dc:date>2021-12-17T00:00:00Z</dc:date>
</item>
<item>
<title>“Tem, mas tá faltando”: a publicidade no Instagram por influenciadores digitais com deficiência</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12029</link>
<description>“Tem, mas tá faltando”: a publicidade no Instagram por influenciadores digitais com deficiência
Prudêncio, Kelvin Junior de Oliveira
</description>
<pubDate>Thu, 16 Dec 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12029</guid>
<dc:date>2021-12-16T00:00:00Z</dc:date>
</item>
<item>
<title>Ativismo do fandom ARMY no brasil: criação de um produto digital para ações de fãs do grupo sul-coreano BTS através do Human Centered Design</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12021</link>
<description>Ativismo do fandom ARMY no brasil: criação de um produto digital para ações de fãs do grupo sul-coreano BTS através do Human Centered Design
Corá, Anna Letícia De Cesero
</description>
<pubDate>Thu, 16 Dec 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12021</guid>
<dc:date>2021-12-16T00:00:00Z</dc:date>
</item>
</channel>
</rss>
