Detalhes bibliográficos
Ano de defesa: |
2023 |
Autor(a) principal: |
Hornhardt, Nathalie de Almeida
 |
Orientador(a): |
Rocha, Rosamaria de Melo |
Banca de defesa: |
Spinelli, Egle,
Casadei, Eliza Bachega,
Castellano, Mayka,
Soares, Rosana de Lima |
Tipo de documento: |
Tese
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Escola Superior de Propaganda e Marketing
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Programa de Pós-Graduação: |
Programa de Doutorado em Comunicação e Práticas de Consumo
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Departamento: |
ESPM::Pós-Graduação Stricto Sensu
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País: |
Brasil
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
http://tede2.espm.br/handle/tede/680
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Resumo: |
Assuming as theoretical foundation the audiovisibility politics, by Rose de Melo Rocha, and the discussions on the encounter between politics and entertainment, proposed by Omar Rincón, from the term coined by the author as pop-litic, this thesis' matter of study corresponds to an analysis of the digital influencer Felipe Neto's media performance, explored as a sociopolitical phenomenon. The main objective of this essay is to problematize entertainment and politics association, based on the media visibility used by Neto. The work embraces a thought about the anesthetizing of the audience based on the media (Turckë, 2010), which would be a characteristic of both the performance society and the burnout society, terms and concepts proposed by Han (2015, 2019). Therefore, throughout this study, the differences and similarities between influencers and celebrities will be highlighted. In addition to that process, their relations and the possibilities of changing the guidelines of the public agenda, based on Neto's influence. In order to study this process, media posts from Felipe Neto's social networks were previously chosen, and this selection was based on content that interacted with sociopolitical themes. The digital influencer's figure choice - as a sociopolitical phenomenon - is precisely due to the fact that these personas transit through environments that tread beyond advertising and influence beyond brands. From the communicational perspective, this research on the topics of digital influence, entertainment and politics, culminates in the concept of information's gamification, summed to the idea of a society of opinion. |