Communication Technologies, entertainment and cognitive skills in cyberculture
Autor(a) principal: | |
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Data de Publicação: | 2009 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista FAMECOS: Mídia cultura e tecnologia |
Texto Completo: | https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/4797 |
Resumo: | The entertainment industry has been revolutionized by the digital midia. We are concerned with these changes because the current entertainment production seems to demand not only mental activities, but also the use of the body and of cognitive forms, irreducible to the content ordinarily used to judge traditional mass culture. How these abilities demand capacitating in many areas, we decided to call them cognitive competencies. The current article aims to investigate which cognitive competencies would be required and stimulated in the communication practices applied by the user to enjoy contemporary entertainment production. A preliminary investigation stimulate us to supose that these practices would be the following: sensorial, logical, creative, social and cybertextual. |
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Communication Technologies, entertainment and cognitive skills in cybercultureTecnologias de comunicação, entretenimento e competências cognitivas na ciberculturaCyberculturecognitive competenciesentertainmentDossier ABCiberCiberculturacompetências cognitivasentretenimentoDossiê ABCiberThe entertainment industry has been revolutionized by the digital midia. We are concerned with these changes because the current entertainment production seems to demand not only mental activities, but also the use of the body and of cognitive forms, irreducible to the content ordinarily used to judge traditional mass culture. How these abilities demand capacitating in many areas, we decided to call them cognitive competencies. The current article aims to investigate which cognitive competencies would be required and stimulated in the communication practices applied by the user to enjoy contemporary entertainment production. A preliminary investigation stimulate us to supose that these practices would be the following: sensorial, logical, creative, social and cybertextual.As mídias digitais têm revolucionado a indústria de entretenimento. O interesse nessas mudanças advém do fato de que os produtos de divertimento contemporâneos parecem demandar não apenas atividades mentais, mas a ação do corpo e das formas cognitivas que não podem ser reduzidas às habilidades conteudísticas pelas quais julgamos a cultura de massa tradicional. Por se tratar de habilidades que requerem capacitação em diversas áreas, decidimos denominá-las competências cognitivas. O objetivo do presente texto é investigar quais competências cognitivas estariam sendo requeridas e estimuladas nas práticas comunicativas do usuário dos produtos modernos de entretenimento. Uma investigação preliminar nos encoraja a encaminhar a hipótese de que tais competências seriam sensoriais, lógicas, criativas, sociais e cibertextuais.Editora da PUCRS - ediPUCRS2009-01-27info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/479710.15448/1980-3729.2008.37.4797Revista FAMECOS; Vol. 15 No. 37 (2008); 32-37Revista FAMECOS; Vol. 15 Núm. 37 (2008); 32-37Revista FAMECOS; v. 15 n. 37 (2008); 32-371980-37291415-054910.15448/1980-3729.2008.37reponame:Revista FAMECOS: Mídia cultura e tecnologiainstname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSporhttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/4797/3601Régis, Fátimainfo:eu-repo/semantics/openAccess2017-05-28T15:22:35Zoai:ojs.revistaseletronicas.pucrs.br:article/4797Revistahttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecosPRIhttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/oai||revistafamecos@gmail.com1980-37291980-3729opendoar:2017-05-28T15:22:35Revista FAMECOS: Mídia cultura e tecnologia - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false |
dc.title.none.fl_str_mv |
Communication Technologies, entertainment and cognitive skills in cyberculture Tecnologias de comunicação, entretenimento e competências cognitivas na cibercultura |
title |
Communication Technologies, entertainment and cognitive skills in cyberculture |
spellingShingle |
Communication Technologies, entertainment and cognitive skills in cyberculture Régis, Fátima Cyberculture cognitive competencies entertainment Dossier ABCiber Cibercultura competências cognitivas entretenimento Dossiê ABCiber |
title_short |
Communication Technologies, entertainment and cognitive skills in cyberculture |
title_full |
Communication Technologies, entertainment and cognitive skills in cyberculture |
title_fullStr |
Communication Technologies, entertainment and cognitive skills in cyberculture |
title_full_unstemmed |
Communication Technologies, entertainment and cognitive skills in cyberculture |
title_sort |
Communication Technologies, entertainment and cognitive skills in cyberculture |
author |
Régis, Fátima |
author_facet |
Régis, Fátima |
author_role |
author |
dc.contributor.author.fl_str_mv |
Régis, Fátima |
dc.subject.por.fl_str_mv |
Cyberculture cognitive competencies entertainment Dossier ABCiber Cibercultura competências cognitivas entretenimento Dossiê ABCiber |
topic |
Cyberculture cognitive competencies entertainment Dossier ABCiber Cibercultura competências cognitivas entretenimento Dossiê ABCiber |
description |
The entertainment industry has been revolutionized by the digital midia. We are concerned with these changes because the current entertainment production seems to demand not only mental activities, but also the use of the body and of cognitive forms, irreducible to the content ordinarily used to judge traditional mass culture. How these abilities demand capacitating in many areas, we decided to call them cognitive competencies. The current article aims to investigate which cognitive competencies would be required and stimulated in the communication practices applied by the user to enjoy contemporary entertainment production. A preliminary investigation stimulate us to supose that these practices would be the following: sensorial, logical, creative, social and cybertextual. |
publishDate |
2009 |
dc.date.none.fl_str_mv |
2009-01-27 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/4797 10.15448/1980-3729.2008.37.4797 |
url |
https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/4797 |
identifier_str_mv |
10.15448/1980-3729.2008.37.4797 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/4797/3601 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Editora da PUCRS - ediPUCRS |
publisher.none.fl_str_mv |
Editora da PUCRS - ediPUCRS |
dc.source.none.fl_str_mv |
Revista FAMECOS; Vol. 15 No. 37 (2008); 32-37 Revista FAMECOS; Vol. 15 Núm. 37 (2008); 32-37 Revista FAMECOS; v. 15 n. 37 (2008); 32-37 1980-3729 1415-0549 10.15448/1980-3729.2008.37 reponame:Revista FAMECOS: Mídia cultura e tecnologia instname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) instacron:PUC_RS |
instname_str |
Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) |
instacron_str |
PUC_RS |
institution |
PUC_RS |
reponame_str |
Revista FAMECOS: Mídia cultura e tecnologia |
collection |
Revista FAMECOS: Mídia cultura e tecnologia |
repository.name.fl_str_mv |
Revista FAMECOS: Mídia cultura e tecnologia - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) |
repository.mail.fl_str_mv |
||revistafamecos@gmail.com |
_version_ |
1799128660373929984 |