A BUSCA DA HEGEMONIA: A SAGA DO MASCULINO EM WORLD OF WARCRAFT

Detalhes bibliográficos
Autor(a) principal: Dall Pozzo, Bryan Rafael
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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spelling 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). 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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.
publishDate 2017
dc.date.accessioned.fl_str_mv 2017-03-16T12:51:52Z
dc.date.issued.fl_str_mv 2017-01-31
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dc.identifier.citation.fl_str_mv 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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identifier_str_mv 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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