Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses
Autor(a) principal: | |
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Data de Publicação: | 2009 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_SP |
Texto Completo: | https://tede2.pucsp.br/handle/handle/15819 |
Resumo: | Within the Psychology studies, the issue of adolescence is gathering more and more space in recent times and, therefore, Clinic has been modified to understand the demands brought from this social group. Adolescence is no longer understood only as a moment of remaking the conflicts from childhood, It´s considering also its particular and unprecedented issues. In addition, the variety of youth manifestations induce Clinic and institutions to be always alert to new forms of communication and sociability of this group. Following this perspective, this work investigates a youth tribe composed by adolescents who are fans of animês and mangás (Japanese cartoons and comics) and, by means of this group, understand more about game and playing in the period of adolescence. This works aims at investigating specificities that playing acquires in adolescence, assuming as main code the mangás, animês and games that arises from them, understanding it all as practices belonging to the same youth tribe - as well as investigate the ways the adolescent self can be manifested through these games. Thus, this study was arranged as a participant research. All the sources talks especially to the Winnicott theory regarding adolescence and playing. Through this research, it was possible to realize that, in the potential space constituted by these adolescents, we see sharing, communication, creation, establishment of relations and a continuous influence among different potential spaces, which extrapolates the area of the own tribe and ultimately influence the culture abroad its belonging. Thereby, it is possible to realize that the adolescents have the desire to occupy varied spaces and institutions of the city, to open themselves to other spaces to be habited on their own way. Fight, escape and flee are verbs quite recurrent in their games and show that It might be the best strategy for the construction of their own refuge. At the moment, the adolescent is in a serious fight against the subordination and he is constantly besieged by the question: "which refuge do people want me to build?" Connected to this, it is also present in the adolescent game a very important element: hope. Hope to be an author, hero and protagonist of their own history. Creating, building and dressing other linen, painting their hair, wearing different adornments, the adolescent says good bye to its childhood and debut in an adult world, motivated to escape a subordination imposed to him |
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Pelbart, Peter PálCaneschi, Liciana Aparecida Cabral2016-04-28T20:40:03Z2009-06-032009-04-27Caneschi, Liciana Aparecida Cabral. Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses. 2009. 95 f. Dissertação (Mestrado em Psicologia) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2009.https://tede2.pucsp.br/handle/handle/15819Within the Psychology studies, the issue of adolescence is gathering more and more space in recent times and, therefore, Clinic has been modified to understand the demands brought from this social group. Adolescence is no longer understood only as a moment of remaking the conflicts from childhood, It´s considering also its particular and unprecedented issues. In addition, the variety of youth manifestations induce Clinic and institutions to be always alert to new forms of communication and sociability of this group. Following this perspective, this work investigates a youth tribe composed by adolescents who are fans of animês and mangás (Japanese cartoons and comics) and, by means of this group, understand more about game and playing in the period of adolescence. This works aims at investigating specificities that playing acquires in adolescence, assuming as main code the mangás, animês and games that arises from them, understanding it all as practices belonging to the same youth tribe - as well as investigate the ways the adolescent self can be manifested through these games. Thus, this study was arranged as a participant research. All the sources talks especially to the Winnicott theory regarding adolescence and playing. Through this research, it was possible to realize that, in the potential space constituted by these adolescents, we see sharing, communication, creation, establishment of relations and a continuous influence among different potential spaces, which extrapolates the area of the own tribe and ultimately influence the culture abroad its belonging. Thereby, it is possible to realize that the adolescents have the desire to occupy varied spaces and institutions of the city, to open themselves to other spaces to be habited on their own way. Fight, escape and flee are verbs quite recurrent in their games and show that It might be the best strategy for the construction of their own refuge. At the moment, the adolescent is in a serious fight against the subordination and he is constantly besieged by the question: "which refuge do people want me to build?" Connected to this, it is also present in the adolescent game a very important element: hope. Hope to be an author, hero and protagonist of their own history. Creating, building and dressing other linen, painting their hair, wearing different adornments, the adolescent says good bye to its childhood and debut in an adult world, motivated to escape a subordination imposed to himDentro da Psicologia, o tema da adolescência vem ganhando cada vez mais espaço nos últimos tempos e, consequentemente, a clínica tem sido modificada para compreender as demandas trazidas por esse grupo social. A adolescência vem deixando de ser entendida apenas como um momento de reedição dos conflitos da infância e passando a ser vista também com suas questões particulares e inéditas. Além disso, a própria variedade de expressões juvenis faz com que a clínica e as instituições precisem estar sempre atentas às novas formas de comunicação e sociabilidade deste grupo. Seguindo essa perspectiva, este trabalho procurou investigar uma tribo juvenil composta por adolescentes fãs de animês e mangás (desenhos animados e histórias em quadrinhos japoneses) e, por meio dela, conhecer um pouco sobre o jogo e o brincar neste momento da adolescência. O objetivo deste trabalho é investigar as especificidades que o brincar adquire na adolescência tendo como chave de leitura os mangás, animês e os jogos decorrentes deles, entendendo-os como práticas pertencentes a uma mesma tribo juvenil, assim como investigar que feições do self adolescente podemos vislumbrar por meio desses jogos. Para isso, este estudo foi organizado a partir da modalidade de pesquisa participante e dialogou especialmente com o referencial teórico winnicottiano a respeito da adolescência e do jogo. Por meio desta investigação foi possível perceber que, no espaço potencial constituído por esses adolescentes, há compartilhamento, comunicação, criação, constituição de relações e um movimento de influência contínua entre diferentes espaços potenciais, o que acaba por extrapolar o limite da própria tribo e influencia a cultura mais ampla da qual ela faz parte. Com isso, é possível perceber ainda que os adolescentes possuem o desejo de ocupar variados espaços e instituições da cidade, para assim abrirem-se a outras realidades que devem ser habitadas ao seu modo. Lutar, escapar e fugir são verbos bastante recorrentes em seus jogos e mostram que neles estão as melhores estratégias para a construção de sua própria morada. Neste momento, o adolescente se vê em um sério combate com a submissão e está constantemente cercado pela pergunta: Que casa querem que eu construa? Acompanhado disso, é também presente no jogo adolescente um elemento muito importante: a esperança. Esperança em poder ser autor, herói e protagonista de sua própria história. Criando, construindo e vestindo outras roupas, pintando seus cabelos, colocando diferentes adereços, o adolescente despede-se da infância e estréia no mundo adulto motivado para escapar à submissão que lhe é impostaCoordenação de Aperfeiçoamento de Pessoal de Nível Superiorapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/32031/Liciana%20Aparecida%20Cabral%20Caneschi.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Psicologia: Psicologia ClínicaPUC-SPBRPsicologiaJogoWinnicott, Donald Woods -- 1896-1971AdolescenciaJogo -- Aspectos psicologicosAdolescencePlayingCNPQ::CIENCIAS HUMANAS::PSICOLOGIAItinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japonesesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTLiciana Aparecida Cabral Caneschi.pdf.txtLiciana Aparecida Cabral Caneschi.pdf.txtExtracted texttext/plain192677https://repositorio.pucsp.br/xmlui/bitstream/handle/15819/3/Liciana%20Aparecida%20Cabral%20Caneschi.pdf.txtc8e5e76c18034c4b1b2a54893e425e99MD53ORIGINALLiciana Aparecida Cabral Caneschi.pdfapplication/pdf2057775https://repositorio.pucsp.br/xmlui/bitstream/handle/15819/1/Liciana%20Aparecida%20Cabral%20Caneschi.pdfe4ed293f751ca179e6bbf1a89201c14aMD51THUMBNAILLiciana Aparecida Cabral Caneschi.pdf.jpgLiciana Aparecida Cabral Caneschi.pdf.jpgGenerated Thumbnailimage/jpeg3621https://repositorio.pucsp.br/xmlui/bitstream/handle/15819/2/Liciana%20Aparecida%20Cabral%20Caneschi.pdf.jpg980da6427cda1d3a2c9e15473e0c3bcfMD52handle/158192022-04-28 00:18:31.874oai:repositorio.pucsp.br:handle/15819Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-04-28T03:18:31Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false |
dc.title.por.fl_str_mv |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
title |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
spellingShingle |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses Caneschi, Liciana Aparecida Cabral Jogo Winnicott, Donald Woods -- 1896-1971 Adolescencia Jogo -- Aspectos psicologicos Adolescence Playing CNPQ::CIENCIAS HUMANAS::PSICOLOGIA |
title_short |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
title_full |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
title_fullStr |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
title_full_unstemmed |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
title_sort |
Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses |
author |
Caneschi, Liciana Aparecida Cabral |
author_facet |
Caneschi, Liciana Aparecida Cabral |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Pelbart, Peter Pál |
dc.contributor.author.fl_str_mv |
Caneschi, Liciana Aparecida Cabral |
contributor_str_mv |
Pelbart, Peter Pál |
dc.subject.por.fl_str_mv |
Jogo Winnicott, Donald Woods -- 1896-1971 Adolescencia Jogo -- Aspectos psicologicos |
topic |
Jogo Winnicott, Donald Woods -- 1896-1971 Adolescencia Jogo -- Aspectos psicologicos Adolescence Playing CNPQ::CIENCIAS HUMANAS::PSICOLOGIA |
dc.subject.eng.fl_str_mv |
Adolescence Playing |
dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA |
description |
Within the Psychology studies, the issue of adolescence is gathering more and more space in recent times and, therefore, Clinic has been modified to understand the demands brought from this social group. Adolescence is no longer understood only as a moment of remaking the conflicts from childhood, It´s considering also its particular and unprecedented issues. In addition, the variety of youth manifestations induce Clinic and institutions to be always alert to new forms of communication and sociability of this group. Following this perspective, this work investigates a youth tribe composed by adolescents who are fans of animês and mangás (Japanese cartoons and comics) and, by means of this group, understand more about game and playing in the period of adolescence. This works aims at investigating specificities that playing acquires in adolescence, assuming as main code the mangás, animês and games that arises from them, understanding it all as practices belonging to the same youth tribe - as well as investigate the ways the adolescent self can be manifested through these games. Thus, this study was arranged as a participant research. All the sources talks especially to the Winnicott theory regarding adolescence and playing. Through this research, it was possible to realize that, in the potential space constituted by these adolescents, we see sharing, communication, creation, establishment of relations and a continuous influence among different potential spaces, which extrapolates the area of the own tribe and ultimately influence the culture abroad its belonging. Thereby, it is possible to realize that the adolescents have the desire to occupy varied spaces and institutions of the city, to open themselves to other spaces to be habited on their own way. Fight, escape and flee are verbs quite recurrent in their games and show that It might be the best strategy for the construction of their own refuge. At the moment, the adolescent is in a serious fight against the subordination and he is constantly besieged by the question: "which refuge do people want me to build?" Connected to this, it is also present in the adolescent game a very important element: hope. Hope to be an author, hero and protagonist of their own history. Creating, building and dressing other linen, painting their hair, wearing different adornments, the adolescent says good bye to its childhood and debut in an adult world, motivated to escape a subordination imposed to him |
publishDate |
2009 |
dc.date.available.fl_str_mv |
2009-06-03 |
dc.date.issued.fl_str_mv |
2009-04-27 |
dc.date.accessioned.fl_str_mv |
2016-04-28T20:40:03Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.citation.fl_str_mv |
Caneschi, Liciana Aparecida Cabral. Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses. 2009. 95 f. Dissertação (Mestrado em Psicologia) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2009. |
dc.identifier.uri.fl_str_mv |
https://tede2.pucsp.br/handle/handle/15819 |
identifier_str_mv |
Caneschi, Liciana Aparecida Cabral. Itinerário de um jogo adolescente: uma pesquisa winnicottiana a partir dos desenhos japoneses. 2009. 95 f. Dissertação (Mestrado em Psicologia) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2009. |
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https://tede2.pucsp.br/handle/handle/15819 |
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Psicologia |
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Pontifícia Universidade Católica de São Paulo |
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