Metodologia de gamificação para ações de marketing social na doação voluntária de sangue

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Serrano, Paulo Henrique Souto Maior
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso embargado
Idioma: por
Instituição de defesa: Universidade Federal da Paraíba
Brasil
Administração
Programa de Pós-Graduação em Administração
UFPB
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://repositorio.ufpb.br/jspui/handle/123456789/20027
Resumo: This thesis establishes practical guidelines for a social marketing approach with game elements. It is specifically a gamification methodology for social marketing actions in the context of voluntary blood donation. The paper also implements and evaluates the proposed methodology in Paraíba’s blood center through a progressive web application (PWA) named Pontos de Vida. Voluntary blood donation conditions the treatment of several clinical patients, as well as accident victims. In Brazil, voluntary action is constantly subject to social marketing campaigns that aim to increase the stocks of blood centers. The context of this thesis fits into the scope of social marketing for having as a goal the behavioral change for the improvement of individual and societal well-being. The paper is also based on transformative consumer research (TCR), endorsing that the promotion of a practice is what potentially changes the current circumstances and improves social well-being. The methodology used in the development of the thesis is based on the Design Science Research (DSR) paradigm, which is based on the search for relevance of studies and the approximation between theory and practice in a way that it is applicable to real situations. The research work carried out here has sought to develop practical guidelines for the execution of a gamified methodology, relating it to the demands of social marketing actions. The proposed gamified methodology was distributed in steps which consisted of: 1) Pre-existing knowledge activation; 2) Place of practice recognition; 3) Players characterization; 4) Variables identification; 5) Game elements implementation; 6) Game testing and evaluation of indicators. These steps were implemented in the development of a smartphone-based technological solution called Pontos de Vida. The progressive web app was implemented in the blood center as a way to demonstrate the application of the methodology. The approach with game elements proposed here has been proved to be relevant in its potential to reach a larger public interest for voluntary blood donation. In three weeks, 184 users were accounted for, 213 informative contents were viewed, 52 intentions to return to the blood center within 3 months were registered and 17 actual donations were recorded. The gamified approach brought by this thesis has represented an incentive for voluntary blood donation. The use of game elements can be utilized by professionals and practitioners to implement social marketing strategies in different contexts, bringing benefits to the population in a ludic way.