A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT
Autor(a) principal: | |
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Data de Publicação: | 2017 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações do UNICENTRO |
Texto Completo: | http://localhost:8080/tede/handle/tede/591 |
Resumo: | In the past decades, there is an increasing number of masculinities that can be observed in movies, books, magazines, series and games. In these, symbols of virile masculinity spread out rapidly and continuously. The questioning of the concept of masculinity and its social implications bases on the perspective that there is a unique and unquestioned hegemonic masculinity, built on the domination and on the incontestable power of patriarchalism. In contemporary times, arise questions as for the universality of this declared male supremacy, since it can be found many incompatibilities between models of male power and the living experiences of countless men, which often fail to achieve this hegemonic status, staying on the margins of this declared hegemonic manhood. Thus, emerge several male models that can be widely observed through media, such as games. Basing on the studies of gender of Robert Connell (1997), Elisabeth Badinter (1993), Socrates Nolasco (1993) and Michael Kimmel (1997), and through a Cultural Studies perspective represented by Stuart Hall (2003) and Zygmunt Bauman (2005), we deepen in the narrative present in the fictional universe of the computer game World of Warcraft, with the purpose of identifying discourse strategies used on representations of masculinity models and identities of two characters present on the computer game, aiming the perception of strengthening mechanisms of gender stereotypes. World of Warcraft fictional universe has forms, races, religions, and its own fauna and flora, and although its story and narrative form part of a fictional literature context, there are several social and cultural representations that can be observed in the characters, stories and their relations. We observe the masculinities because they have, in addition to the hegemonic and marginalized representations of what is being a man, fragmentations of identity, which can also be observed on the players, given that they are in direct contact with the game universe, taking part in it and entering its struggles, representations, marginalization and hegemonic powers. Finally, the discursive strategies present in the representation of masculinities archetypes, in this game, is in accordance with the hegemonic masculinity that is imposed to men, reinforcing gender stereotypes and identity fragmentation, finding correspondence in current models and architypes that regulate the social and cultural masculine world. |
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Teixeira, Níncia Cecília Ribas Borgeshttp://lattes.cnpq.br/1934531868783088066.789.249-40http://lattes.cnpq.br/7072544624620870Dall Pozzo, Bryan Rafael2017-03-16T12:51:52Z2017-01-31Dall Pozzo, Bryan Rafael. A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT. 2017. 121 f. Dissertação (Programa de Pós-Graduação em Letras - Mestrado) - Universidade Estadual do Centro-Oeste, Guarapuava - PR.http://localhost:8080/tede/handle/tede/591In the past decades, there is an increasing number of masculinities that can be observed in movies, books, magazines, series and games. In these, symbols of virile masculinity spread out rapidly and continuously. The questioning of the concept of masculinity and its social implications bases on the perspective that there is a unique and unquestioned hegemonic masculinity, built on the domination and on the incontestable power of patriarchalism. In contemporary times, arise questions as for the universality of this declared male supremacy, since it can be found many incompatibilities between models of male power and the living experiences of countless men, which often fail to achieve this hegemonic status, staying on the margins of this declared hegemonic manhood. Thus, emerge several male models that can be widely observed through media, such as games. Basing on the studies of gender of Robert Connell (1997), Elisabeth Badinter (1993), Socrates Nolasco (1993) and Michael Kimmel (1997), and through a Cultural Studies perspective represented by Stuart Hall (2003) and Zygmunt Bauman (2005), we deepen in the narrative present in the fictional universe of the computer game World of Warcraft, with the purpose of identifying discourse strategies used on representations of masculinity models and identities of two characters present on the computer game, aiming the perception of strengthening mechanisms of gender stereotypes. World of Warcraft fictional universe has forms, races, religions, and its own fauna and flora, and although its story and narrative form part of a fictional literature context, there are several social and cultural representations that can be observed in the characters, stories and their relations. We observe the masculinities because they have, in addition to the hegemonic and marginalized representations of what is being a man, fragmentations of identity, which can also be observed on the players, given that they are in direct contact with the game universe, taking part in it and entering its struggles, representations, marginalization and hegemonic powers. Finally, the discursive strategies present in the representation of masculinities archetypes, in this game, is in accordance with the hegemonic masculinity that is imposed to men, reinforcing gender stereotypes and identity fragmentation, finding correspondence in current models and architypes that regulate the social and cultural masculine world.Nas últimas décadas, há um número crescente de masculinidades que podem ser observadas em filmes, livros, revistas, séries e jogos. Nestes veículos, os símbolos da masculinidade viril se propagam rapidamente e continuamente. A problematização do conceito de masculinidade e suas implicações sociais ancora-se na perspectiva de que há uma única e inquestionável masculinidade hegemônica baseada na dominação e no poder incontestável do patriarcalismo. Na contemporaneidade, questiona-se à universalidade dessa declarada supremacia masculina, uma vez que se encontraram diversas incompatibilidades entre os modelos de poder masculino e a vivência de inúmeros homens que, muitas vezes, não conseguem atingir esse status hegemônico, ficando à margem da masculinidade vigente. Assim, surgem várias modelos do masculino que podem ser amplamente observadas por meio das mídias, tais como os jogos. Com base nos estudos de gênero de Robert Connell (1997), Elisabeth Badinter (1993), Sócrates Nolasco (1993) e Michael Kimmel (1997) e através de uma perspectiva dos Estudos Culturais representados por Stuart Hall (2003) e Zygmunt Bauman (2005), nos aprofundamos na narrativa do universo ficcional do jogo de computador World of Warcraft, com o intuito de identificar as estratégias discursivas presentes nas representações de tipos de masculinidades e identidades em dois personagens deste jogo de computador, visando à percepção de mecanismos de reforço de estereótipos de gênero. O universo ficcional de World of Warcraft possui raças, religiões, faunas e flora própria, e embora sua história e narrativa se insira num contexto de literatura ficcional, são várias as representações sociais e culturais que podem ser observadas em suas personagens, histórias e relações. Atentamo-nos para as masculinidades por apresentarem, além das representações hegemônicas e marginalizadas do que é ser homem, fragmentações de identidade que também podem ser observadas no jogador, dado que este está em contato direto com o universo do jogo, tomando parte dele e se inserindo em suas lutas, representações, hegemonias e marginalizações. Por fim, as estratégias discursivas presente na representação de arquétipos de masculinidade deste game que, está de acordo com a visão da masculinidade hegemônica, que é imposta ao homem e que reforça estereótipos de gênero e de fragmentação identitária, sendo estes reflexos dos valores vigentes que regulam o social e cultural masculino.Submitted by Fabiano Jucá (fjuca@unicentro.br) on 2017-03-16T12:51:52Z No. of bitstreams: 1 Bryan Rafael Dall Pozzo.pdf: 3340768 bytes, checksum: 1558088b5132d897743308ffe90fe9cd (MD5)Made available in DSpace on 2017-03-16T12:51:52Z (GMT). No. of bitstreams: 1 Bryan Rafael Dall Pozzo.pdf: 3340768 bytes, checksum: 1558088b5132d897743308ffe90fe9cd (MD5) Previous issue date: 2017-01-31Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede.unicentro.br:8080/jspui/retrieve/1708/Bryan%20Rafael%20Dall%20Pozzo.pdf.jpgporUniversidade Estadual do Centro-OestePrograma de Pós-Graduação em Letras (Mestrado)UNICENTROBrasilUnicentro::Departamento de Ciências Humanas, Letras e ArtesMasculinidadesAnduinGarroshJogos virtuaisWorld of WarcraftRepresentaçãoIdentidadeMasculinitiesAnduinGarroshVirtual gamesWorld of WarcraftRepresentationIdentityLINGUISTICA, LETRAS E ARTESA BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFTTHE HEGEMONY SEARCH: THE MALE SAGA IN WORD OF WARCRAFTinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-3679012702791039282600600600600427104274385223175648280260230440179922075167498588264571info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações do UNICENTROinstname:Universidade Estadual do Centro-Oeste (UNICENTRO)instacron:UNICENTROLICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
dc.title.alternative.eng.fl_str_mv |
THE HEGEMONY SEARCH: THE MALE SAGA IN WORD OF WARCRAFT |
title |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
spellingShingle |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT Dall Pozzo, Bryan Rafael Masculinidades Anduin Garrosh Jogos virtuais World of Warcraft Representação Identidade Masculinities Anduin Garrosh Virtual games World of Warcraft Representation Identity LINGUISTICA, LETRAS E ARTES |
title_short |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
title_full |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
title_fullStr |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
title_full_unstemmed |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
title_sort |
A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT |
author |
Dall Pozzo, Bryan Rafael |
author_facet |
Dall Pozzo, Bryan Rafael |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Teixeira, Níncia Cecília Ribas Borges |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/1934531868783088 |
dc.contributor.authorID.fl_str_mv |
066.789.249-40 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/7072544624620870 |
dc.contributor.author.fl_str_mv |
Dall Pozzo, Bryan Rafael |
contributor_str_mv |
Teixeira, Níncia Cecília Ribas Borges |
dc.subject.por.fl_str_mv |
Masculinidades Anduin Garrosh Jogos virtuais World of Warcraft Representação Identidade |
topic |
Masculinidades Anduin Garrosh Jogos virtuais World of Warcraft Representação Identidade Masculinities Anduin Garrosh Virtual games World of Warcraft Representation Identity LINGUISTICA, LETRAS E ARTES |
dc.subject.eng.fl_str_mv |
Masculinities Anduin Garrosh Virtual games World of Warcraft Representation Identity |
dc.subject.cnpq.fl_str_mv |
LINGUISTICA, LETRAS E ARTES |
description |
In the past decades, there is an increasing number of masculinities that can be observed in movies, books, magazines, series and games. In these, symbols of virile masculinity spread out rapidly and continuously. The questioning of the concept of masculinity and its social implications bases on the perspective that there is a unique and unquestioned hegemonic masculinity, built on the domination and on the incontestable power of patriarchalism. In contemporary times, arise questions as for the universality of this declared male supremacy, since it can be found many incompatibilities between models of male power and the living experiences of countless men, which often fail to achieve this hegemonic status, staying on the margins of this declared hegemonic manhood. Thus, emerge several male models that can be widely observed through media, such as games. Basing on the studies of gender of Robert Connell (1997), Elisabeth Badinter (1993), Socrates Nolasco (1993) and Michael Kimmel (1997), and through a Cultural Studies perspective represented by Stuart Hall (2003) and Zygmunt Bauman (2005), we deepen in the narrative present in the fictional universe of the computer game World of Warcraft, with the purpose of identifying discourse strategies used on representations of masculinity models and identities of two characters present on the computer game, aiming the perception of strengthening mechanisms of gender stereotypes. World of Warcraft fictional universe has forms, races, religions, and its own fauna and flora, and although its story and narrative form part of a fictional literature context, there are several social and cultural representations that can be observed in the characters, stories and their relations. We observe the masculinities because they have, in addition to the hegemonic and marginalized representations of what is being a man, fragmentations of identity, which can also be observed on the players, given that they are in direct contact with the game universe, taking part in it and entering its struggles, representations, marginalization and hegemonic powers. Finally, the discursive strategies present in the representation of masculinities archetypes, in this game, is in accordance with the hegemonic masculinity that is imposed to men, reinforcing gender stereotypes and identity fragmentation, finding correspondence in current models and architypes that regulate the social and cultural masculine world. |
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2017 |
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Dall Pozzo, Bryan Rafael. A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT. 2017. 121 f. Dissertação (Programa de Pós-Graduação em Letras - Mestrado) - Universidade Estadual do Centro-Oeste, Guarapuava - PR. |
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Dall Pozzo, Bryan Rafael. A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT. 2017. 121 f. Dissertação (Programa de Pós-Graduação em Letras - Mestrado) - Universidade Estadual do Centro-Oeste, Guarapuava - PR. |
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