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dc.contributor.authorZdrodowski, Daniel
dc.contributor.authorRenata, Renata
dc.date.accessioned2026-07-23T09:52:17Z
dc.date.available2026-07-23T09:52:17Z
dc.date.issued2026-07-22
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/58895
dc.description.abstractW artykule stawiamy tezę, że marka Pokémon zarządza emocjami konsumentów tworząc specyficzną „przestrzeń dyskomfortu”, w obrębie której przenikają się mechanizmy rynkowe i społeczne. Manipulowanie poczuciem komfortu i dyskomfortu poprzez wprowadzanie elementów tajemnicy, kontroli nad oczekiwaniami oraz strategicznej krytyki wpływa na zaangażowanie emocjonalne konsumentów, umacniając ich lojalność i tworząc długotrwały związek konsumentów z marką. Wnioski formułujemy na podstawie analizy 6473 komentarzy pod pięcioma filmami na platformie YouTube przeprowadzonej metodą refleksyjnej analizy tematycznej.pl
dc.description.abstractIn this article, we argue that the Pokémon brand manages consumer emotions by creating a specific “space of discomfort” in which market and social mechanisms intersect. By manipulating feelings of comfort and discomfort—through the introduction of mystery, the control of expectations, and the use of strategic criticism—the brand enhances consumers’ emotional engagement, reinforces their loyalty, and fosters a long-term relationship with the brand. These conclusions are drawn from a reflexive thematic analysis of 6,473 comments posted under five videos on the YouTube platform.en
dc.language.isopl
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectPokémonen
dc.subjectthematic analysisen
dc.subjectemotion managementen
dc.subjectspace of discomforten
dc.subjectbranden
dc.subjectmarketingen
dc.subjectPokémonpl
dc.subjectanaliza tematycznapl
dc.subjectzarządzanie emocjamipl
dc.subjectprzestrzeń dyskomfortupl
dc.subjectmarkapl
dc.subjectmarketingpl
dc.titleTworzenie „przestrzeni dyskomfortu” jako narzędzie zarządzania afektywnego: przypadek marki Pokémonpl
dc.title.alternativeThe Space of Discomfort as a Tool of Affective Management: The Case of the Pokémon Branden
dc.typeArticle
dc.page.number31-51
dc.contributor.authorAffiliationZdrodowski, Daniel - Uniwersytet Warszawski, Wydział Socjologii & DELab UWpl
dc.contributor.authorAffiliationRenata, Renata - Uniwersytet Warszawski, Wydział Socjologii & DELab UWpl
dc.identifier.eissn2449-8394
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dc.contributor.authorEmailZdrodowski, Daniel - d.zdrodowski@uw.edu.pl
dc.contributor.authorEmailRenata, Renata - r.wloch@uw.edu.pl
dc.identifier.doi10.18778/2391-8551.13.02
dc.relation.volume13


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