The corporate mascots of video games of the 90s: a symbol of millennials
Os mascotes corporativos dos videogames dos anos 90: um símbolo dos millennials;
Las mascotas corporativas de los videojuegos de los años 90: un símbolo de los millennials
Share this
Author
Vázquez-Miraz, Pedro
Citación
Metadata
Show full item recordDocuments PDF
Abstract
This paper presents a qualitative study that compiles the main and most popular corporate mascots of the video game sector in the 90s, an ephemeral business trend that would disappear in the 21st century and was based on the previous success of the Nintendo and Sega companies with their creations: Mario and Sonic.
Through a comparative analysis between these video game characters and the characteristics of the youth of the end of the millennium (the so-called generation Y or millennial ), it has been found that the common pattern of all these mercantile symbols was based on social and cultural representations related to behavior, physical aspect, hobbies and psyche of the youth of the late twentieth century. Apresenta-se neste artigo um estudo qualitativo que recopila os principais e mais populares mascotes corporativos do setor de videogames da década dos anos 90, uma efêmera tendência empresarial que desapareceria no século XXI e que estava baseada no sucesso prévio das companhias Nintendo e Sega com suas respectivas criações: Mario e Sonic.
Por meio de uma análise comparativa entre essas personagens de videogames e as características da juventude do final do milênio (a denominada geração Y ou millennial), observou-se que o padrão comum de todos esses símbolos mercantis se fundamentava em representações sociais e culturais relacionadas com o comportamento, o aspecto físico, os hobbies e a psique da juventude do final do século XX. Se presenta en este artículo un estudio cualitativo que recopila las principales y más populares mascotas corporativas del sector de los videojuegos de la década de los años 90, una efímera tendencia empresarial que desaparecería en el siglo XXI y que estaba basada en el éxito previo de las compañías Nintendo y Sega con sus respectivas creaciones: Mario y Sonic.
Por medio de un análisis comparativo entre estos personajes de videojuegos y las características de la juventud de finales del milenio (la denominada generación Y o millennial), se ha observado que el patrón común de todos estos símbolos mercantiles se fundamentaba en representaciones sociales y culturales relacionadas con el comportamiento, el aspecto físico, las aficiones y la psique de la juventud de finales del siglo XX.
URL to publisher's catalog
https://revistas.udem.edu.co/index.php/anagramas/article/view/2282Related items
Showing items related by title, author, creator and subject.
-
Validation of the videogame consumption habits questionnaire in Chilean millennials
Saavedra Vallejos; Esteban (Universidad de MedellínFacultad de ComunicaciónMedellín, 2020-03-30)The massification of the use of video games has been growing rapidly and in addition the projections suggest that use will continue to increase over time. For the measurement of video game consumption there are numerous ... -
Transmedia journalism and media consumption of the millennial generation
Robledo-Dioses, Kelly; Atarama-Rojas, TomásThe current media scenario, marked by technological and narrative changes, requires journalists to constantly bring themselves up to date in order to maintain the connection with their audience. This article presents ... -
Centennials quitan espacio de mercado a los millennials en el comercio electrónico
Cardona, Andrés Octavio; La República (La RepúblicaIngeniería FinancieraFacultad de IngenieríasBogotá D.C., 2018-02-19)La entrada gradual de los centennials al mundo laboral, que comprende a la generación de jóvenes nacidos después de 1995, ha robado atención mediática a los millennials respecto a los hábitos de consumo y espacios de ...