Motivações para Consumir Itens Virtuais Específicos do Avatar na Plataforma Zepeto Gaming

Autores

  • Sharareh Aris M.A. in Cinema from Soore University, Researcher at the University of Tehran
  • Tahere Sarfi
  • Manijeh Akhavan
  • Shaho Sabbar Ph.D. in Communication, Assistant Professor at the University of Tehran

DOI:

https://doi.org/10.14571/brajets.v16.n4.1248-1258

Resumo

O Metaverso oferece a experiência de espacamento duplo da vida no mundo real e em ambientes digitais e permite que os usuários tenham uma presença tridimensional imersiva com seus avatares. Devido à popularidade do Metaverso e à presença precoce de gigantes dos videogames nele, itens virtuais especiais para avatares também receberam maior atenção. Zepeto, a maior plataforma da Coreia do Sul e da Ásia com usuários de todo o mundo, incluindo o Irã, é uma das plataformas de jogos do metaverso que colabora estreitamente com os líderes globais da moda. Devido à crescente popularidade dos produtos coreanos, como o K-Pop, entre crianças e adolescentes iranianos, Zepeto se tornou um universo de jogos popular. Este artigo aborda duas questões à luz dessas descobertas. Primeiro, no âmbito da teoria dos valores de consumo, investiga-se a motivação dos utilizadores para consumir itens virtuais especificamente para avatares no Zepeto, seguido de um exame das potenciais repercussões do seu consumo. A população-alvo deste artigo foram os usuários iranianos do Zepeto. Utilizando os métodos de análise temática e amostragem aleatória, foram realizadas entrevistas semiestruturadas com 35 usuários iranianos do Zepeto. Os resultados indicam que no jogo Zepeto o consumo se tornou um modo de representação, e os usuários vivenciam o consumo de itens de moda virtuais de diversas marcas durante suas aventuras em mundos virtuais.

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Publicado

2024-03-19

Edição

Seção

Novel approaches in education, society and culture development