A experiência dos(as) jovens gamers: repensando paradigmas

Detalhes bibliográficos
Autor(a) principal: Leite, Rafael Felipe Pires
Data de Publicação: 2020
Outros Autores: rafaelfelipe1988@hotmail.com
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UERJ
Texto Completo: http://www.bdtd.uerj.br/handle/1/17548
Resumo: In order to offer entertainment and fun, one of the technological innovations are electronic games. Each game establishes its construction by characteristic elements of this device, such as plot, gameplay, graphic quality etc. Among the games created, those of violent genre are socially frowned upon, as they are associated with aggressive behaviors, in which a cause and effect relationship is established. The definition of violence by the World Health Organization brings details that include classifying violence in several contexts. Seeking to understand the relationship of players with games, and with violent games, it is pertinent to understand what game is for the human being and for society. Game is configured in several social fields, in many activities, such as theater staging, resembling game practices or even a child's play can be used as a game. So game is a very old practice. Electronic games are part of these actions that can be classified as games in society, but with their own characteristics that can be used by young people, mostly since childhood. During adolescence, hormonal changes increase, along with the construction of identity, the self, the experimentation of roles, the exploration of professions, the control of emotions and the increase of autonomy, being present until an emerging period of adulthood, from 18 to 29 years. These changes in the construction of the self configure a view from a systemic perspective, in different contexts and relationships. This research aims at understanding the experience of players in the practice of playing video games, highlighting violent games, the construction of the self (identity) and the relationship with emotions in this process. With a qualitative methodology, this study is configured as exploratory, with semi-structured interviews with players aged 22 to 29, five men and five women, totaling 10 interviews. The interviews were transcribed and analyzed using the Content Analysis method. The players’ reports present electronic games as an auxiliary tool in the construction of the self and identity, in addition to helping the emotions regulation experienced in the game and in life. None of the players pointed out violent games as responsible for aggressive behavior among young people, but they pointed out competition as a variable related to aggression due to the anger caused by frustration at losing in the game. Based on this research, we can consider that games can help in the healthy development of those who play, but further studies on the topic are needed.
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spelling Tinoco, Edna Lucia Poncianohttp://lattes.cnpq.br/7121115711586970Mendes, Deise Maria Leal Fernandeshttp://lattes.cnpq.br/4355974020322624Doria, Nilson Guimarãeshttp://lattes.cnpq.br/0225750618900816http://lattes.cnpq.br/9306624424067841Leite, Rafael Felipe Piresrafaelfelipe1988@hotmail.com2022-04-12T16:10:39Z2020-03-24LEITE, Rafael Felipe Pires. A experiência dos(as) jovens gamers: repensando paradigmas. 2020. 138 f. Dissertação (Mestrado em Psicologia Social) - Instituto de Psicologia, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2020.http://www.bdtd.uerj.br/handle/1/17548In order to offer entertainment and fun, one of the technological innovations are electronic games. Each game establishes its construction by characteristic elements of this device, such as plot, gameplay, graphic quality etc. Among the games created, those of violent genre are socially frowned upon, as they are associated with aggressive behaviors, in which a cause and effect relationship is established. The definition of violence by the World Health Organization brings details that include classifying violence in several contexts. Seeking to understand the relationship of players with games, and with violent games, it is pertinent to understand what game is for the human being and for society. Game is configured in several social fields, in many activities, such as theater staging, resembling game practices or even a child's play can be used as a game. So game is a very old practice. Electronic games are part of these actions that can be classified as games in society, but with their own characteristics that can be used by young people, mostly since childhood. During adolescence, hormonal changes increase, along with the construction of identity, the self, the experimentation of roles, the exploration of professions, the control of emotions and the increase of autonomy, being present until an emerging period of adulthood, from 18 to 29 years. These changes in the construction of the self configure a view from a systemic perspective, in different contexts and relationships. This research aims at understanding the experience of players in the practice of playing video games, highlighting violent games, the construction of the self (identity) and the relationship with emotions in this process. With a qualitative methodology, this study is configured as exploratory, with semi-structured interviews with players aged 22 to 29, five men and five women, totaling 10 interviews. The interviews were transcribed and analyzed using the Content Analysis method. The players’ reports present electronic games as an auxiliary tool in the construction of the self and identity, in addition to helping the emotions regulation experienced in the game and in life. None of the players pointed out violent games as responsible for aggressive behavior among young people, but they pointed out competition as a variable related to aggression due to the anger caused by frustration at losing in the game. Based on this research, we can consider that games can help in the healthy development of those who play, but further studies on the topic are needed.Com o propósito de proporcionar entretenimento e diversão, uma das inovações tecnológicas são os jogos eletrônicos. Cada jogo estabelece sua construção por meio de elementos característicos desse dispositivo, como enredo, jogabilidade, qualidade gráfica etc. Entre os jogos criados, os de gênero violento são malvistos socialmente, por serem associados a comportamentos agressivos, em que é estabelecida uma relação de causa e efeito. A definição de violência pela Organização Mundial de Saúde traz detalhes que abarcam a classificação da violência para vários contextos. Buscando entender a relação dos(as) jogadores(as) com os jogos, e com os jogos violentos, é pertinente entender o que é o jogo para o humano e para a sociedade. O jogo se configura em campos sociais variados, em que muitas atividades, como a encenação do teatro, assemelham-se à prática de jogar, ou mesmo, uma brincadeira de criança pode ser classificada como jogo, sendo o jogo uma prática muito antiga. Os jogos eletrônicos fazem parte dessas muitas ações que se classificam como jogo na sociedade, mas com características próprias, sendo utilizado pelos(as) jovens, em sua maioria, começando desde a infância. No período da adolescência, aumentam as mudanças hormonais, junto com a construção da identidade, do self, a experimentação de papéis, a exploração das profissões, a regulação das emoções e o aumento da autonomia, estando presente até a adultez emergente, período dos 18 aos 29 anos. Essas mudanças na construção do self configuram um olhar pela perspectiva sistêmica, em diferentes contextos e relações. A presente pesquisa tem como objetivo entender a experiência dos(as) jogadores(as), na prática de jogar videogames, destacando os jogos violentos, a construção do self (identitária) e a relação com as emoções nesse processo. Com uma metodologia qualitativa, este estudo é configurado como exploratório, sendo feitas entrevistas semiestruturadas com jogadores(as) de 22 a 29 anos, cinco homens e cinco mulheres, totalizando 10 entrevistas. As entrevistas foram transcritas e analisadas pelo método da Análise de Conteúdo. Os relatos dos(as) jogadores(as) apresentam os jogos eletrônicos como ferramenta auxiliadora na construção do self e da identidade, além de auxiliar na regulação das emoções vividas no jogo e na vida. Nenhum(a) jogador(a) apontou os jogos violentos como responsáveis pelo comportamento agressivo entre os(as) jovens, porém trouxeram a competição como variável relacionada à agressividade em virtude da raiva suscitada pela frustração ao perder no jogo. Com base nesta pesquisa, podemos considerar que os jogos podem ajudar no desenvolvimento saudável daquele(a) que joga, porém há necessidade de mais estudos sobre o tema.Submitted by Mariangela CEH/A (marianfig@gmail.com) on 2022-04-12T16:10:39Z No. of bitstreams: 2 Dissertação - Rafael Felipe Pires Leite - 2020 - Completa.pdf: 1131520 bytes, checksum: 7bb827f52b5225200daac75d74461d9e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Made available in DSpace on 2022-04-12T16:10:39Z (GMT). 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dc.title.por.fl_str_mv A experiência dos(as) jovens gamers: repensando paradigmas
dc.title.alternative.eng.fl_str_mv The experience of young gamers: rethinking paradigms
title A experiência dos(as) jovens gamers: repensando paradigmas
spellingShingle A experiência dos(as) jovens gamers: repensando paradigmas
Leite, Rafael Felipe Pires
Emerging adulthood
Violent electronic games
Emotional regulation
Psicologia Social
Jogos eletrônicos
Jovens e violência
Adultez emergente
Jogos eletrônicos violentos
Regulação emocional
CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO
title_short A experiência dos(as) jovens gamers: repensando paradigmas
title_full A experiência dos(as) jovens gamers: repensando paradigmas
title_fullStr A experiência dos(as) jovens gamers: repensando paradigmas
title_full_unstemmed A experiência dos(as) jovens gamers: repensando paradigmas
title_sort A experiência dos(as) jovens gamers: repensando paradigmas
author Leite, Rafael Felipe Pires
author_facet Leite, Rafael Felipe Pires
rafaelfelipe1988@hotmail.com
author_role author
author2 rafaelfelipe1988@hotmail.com
author2_role author
dc.contributor.advisor1.fl_str_mv Tinoco, Edna Lucia Ponciano
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/7121115711586970
dc.contributor.referee1.fl_str_mv Mendes, Deise Maria Leal Fernandes
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/4355974020322624
dc.contributor.referee2.fl_str_mv Doria, Nilson Guimarães
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/0225750618900816
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9306624424067841
dc.contributor.author.fl_str_mv Leite, Rafael Felipe Pires
rafaelfelipe1988@hotmail.com
contributor_str_mv Tinoco, Edna Lucia Ponciano
Mendes, Deise Maria Leal Fernandes
Doria, Nilson Guimarães
dc.subject.eng.fl_str_mv Emerging adulthood
Violent electronic games
Emotional regulation
topic Emerging adulthood
Violent electronic games
Emotional regulation
Psicologia Social
Jogos eletrônicos
Jovens e violência
Adultez emergente
Jogos eletrônicos violentos
Regulação emocional
CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO
dc.subject.por.fl_str_mv Psicologia Social
Jogos eletrônicos
Jovens e violência
Adultez emergente
Jogos eletrônicos violentos
Regulação emocional
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO
description In order to offer entertainment and fun, one of the technological innovations are electronic games. Each game establishes its construction by characteristic elements of this device, such as plot, gameplay, graphic quality etc. Among the games created, those of violent genre are socially frowned upon, as they are associated with aggressive behaviors, in which a cause and effect relationship is established. The definition of violence by the World Health Organization brings details that include classifying violence in several contexts. Seeking to understand the relationship of players with games, and with violent games, it is pertinent to understand what game is for the human being and for society. Game is configured in several social fields, in many activities, such as theater staging, resembling game practices or even a child's play can be used as a game. So game is a very old practice. Electronic games are part of these actions that can be classified as games in society, but with their own characteristics that can be used by young people, mostly since childhood. During adolescence, hormonal changes increase, along with the construction of identity, the self, the experimentation of roles, the exploration of professions, the control of emotions and the increase of autonomy, being present until an emerging period of adulthood, from 18 to 29 years. These changes in the construction of the self configure a view from a systemic perspective, in different contexts and relationships. This research aims at understanding the experience of players in the practice of playing video games, highlighting violent games, the construction of the self (identity) and the relationship with emotions in this process. With a qualitative methodology, this study is configured as exploratory, with semi-structured interviews with players aged 22 to 29, five men and five women, totaling 10 interviews. The interviews were transcribed and analyzed using the Content Analysis method. The players’ reports present electronic games as an auxiliary tool in the construction of the self and identity, in addition to helping the emotions regulation experienced in the game and in life. None of the players pointed out violent games as responsible for aggressive behavior among young people, but they pointed out competition as a variable related to aggression due to the anger caused by frustration at losing in the game. Based on this research, we can consider that games can help in the healthy development of those who play, but further studies on the topic are needed.
publishDate 2020
dc.date.issued.fl_str_mv 2020-03-24
dc.date.accessioned.fl_str_mv 2022-04-12T16:10:39Z
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dc.identifier.citation.fl_str_mv LEITE, Rafael Felipe Pires. A experiência dos(as) jovens gamers: repensando paradigmas. 2020. 138 f. Dissertação (Mestrado em Psicologia Social) - Instituto de Psicologia, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2020.
dc.identifier.uri.fl_str_mv http://www.bdtd.uerj.br/handle/1/17548
identifier_str_mv LEITE, Rafael Felipe Pires. A experiência dos(as) jovens gamers: repensando paradigmas. 2020. 138 f. Dissertação (Mestrado em Psicologia Social) - Instituto de Psicologia, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2020.
url http://www.bdtd.uerj.br/handle/1/17548
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