| dc.contributor.author | Zdrodowski, Daniel | |
| dc.contributor.author | Renata, Renata | |
| dc.date.accessioned | 2026-07-23T09:52:17Z | |
| dc.date.available | 2026-07-23T09:52:17Z | |
| dc.date.issued | 2026-07-22 | |
| dc.identifier.issn | 2391-8551 | |
| dc.identifier.uri | http://hdl.handle.net/11089/58895 | |
| dc.description.abstract | W 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.abstract | In 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.iso | pl | |
| dc.publisher | Wydawnictwo Uniwersytetu Łódzkiego | pl |
| dc.relation.ispartofseries | Replay. The Polish Journal of Game Studies;1 | en |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0 | |
| dc.subject | Pokémon | en |
| dc.subject | thematic analysis | en |
| dc.subject | emotion management | en |
| dc.subject | space of discomfort | en |
| dc.subject | brand | en |
| dc.subject | marketing | en |
| dc.subject | Pokémon | pl |
| dc.subject | analiza tematyczna | pl |
| dc.subject | zarządzanie emocjami | pl |
| dc.subject | przestrzeń dyskomfortu | pl |
| dc.subject | marka | pl |
| dc.subject | marketing | pl |
| dc.title | Tworzenie „przestrzeni dyskomfortu” jako narzędzie zarządzania afektywnego: przypadek marki Pokémon | pl |
| dc.title.alternative | The Space of Discomfort as a Tool of Affective Management: The Case of the Pokémon Brand | en |
| dc.type | Article | |
| dc.page.number | 31-51 | |
| dc.contributor.authorAffiliation | Zdrodowski, Daniel - Uniwersytet Warszawski, Wydział Socjologii & DELab UW | pl |
| dc.contributor.authorAffiliation | Renata, Renata - Uniwersytet Warszawski, Wydział Socjologii & DELab UW | pl |
| dc.identifier.eissn | 2449-8394 | |
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| dc.contributor.authorEmail | Zdrodowski, Daniel - d.zdrodowski@uw.edu.pl | |
| dc.contributor.authorEmail | Renata, Renata - r.wloch@uw.edu.pl | |
| dc.identifier.doi | 10.18778/2391-8551.13.02 | |
| dc.relation.volume | 13 | |