Body identity representations in eletronic games by adolescentes and young adults
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Revista de Psicologia (Fortaleza. Online) |
Texto Completo: | http://www.periodicos.ufc.br/psicologiaufc/article/view/52890 |
Resumo: | Abstract Adolescence is a period of change, specially in relation to the body, in which body indentity is transformed. This can be understood by the physical and psychologica perception, and influence by the socio-cultural contexto, which is presente in eletronic games. The aim was verify in what ways the body identities of adolescentes are represented in eletronic games. The netnographic methodology was used, which allows data collection from characteristics of digital enviorinments and communication mediated by computers, with participant observation. Therefore, for data collection it was used a structured interview was carried out on online platforms by Google Forms, which reached 153 players from League of Legends, Perfect World and Second Life. Quantitative analysis showed that male adolescentes feel more represented by avatrs (p ≤ .05), consequently, they choose characters of the same gender. In addition, gaming habits indicate that, depending on the type of game, the longer the hours played (p = 0.024). Indeed, it can be obvserved that the construction of the characters of the games is crossed by the socio-cultural aspect, reproducing the discouses of gender stereotyping. However, it was found that the relationship of body image representation and games are the meanings produced by the player. Keywords: Video games; body image; adolescents; sport psychology. |
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Body identity representations in eletronic games by adolescentes and young adultsRepresentações da identidade corporal em jogos eletrônicos por adolescentes e adultos jovens / Body identity representations in eletronic games by adolescentes and young adultsVideo gamesbody imageadolescentssport psychologyJogos eletrônicosimagem corporaladolescentespsicologia do esporteAbstract Adolescence is a period of change, specially in relation to the body, in which body indentity is transformed. This can be understood by the physical and psychologica perception, and influence by the socio-cultural contexto, which is presente in eletronic games. The aim was verify in what ways the body identities of adolescentes are represented in eletronic games. The netnographic methodology was used, which allows data collection from characteristics of digital enviorinments and communication mediated by computers, with participant observation. Therefore, for data collection it was used a structured interview was carried out on online platforms by Google Forms, which reached 153 players from League of Legends, Perfect World and Second Life. Quantitative analysis showed that male adolescentes feel more represented by avatrs (p ≤ .05), consequently, they choose characters of the same gender. In addition, gaming habits indicate that, depending on the type of game, the longer the hours played (p = 0.024). Indeed, it can be obvserved that the construction of the characters of the games is crossed by the socio-cultural aspect, reproducing the discouses of gender stereotyping. However, it was found that the relationship of body image representation and games are the meanings produced by the player. Keywords: Video games; body image; adolescents; sport psychology. Resumo A adolescência é um período de mudanças, principalmente em relação ao corpo, em que a identidade corporal se transforma. Esta pode ser compreendida pela percepção fisica e psicológica, e influenciada pelo contexto sociocultural, qual está presente nos jogos eletrônicos. Objetivou-se verificar de que formas são representadas as identidades corporais de adolescentes em jogos eletrônicos. Utilizou-se a metodologia netnográfica, que permite levantamento de dados a partir de características de ambientes digitais e comunicação mediada por computadores, com observação participante. Para coleta de dados foi utilizada uma entrevista estruturada realizada em plataformas online pelo Google Forms, o qual atingiu 153 jogadores de League of Legends, Perfect World e Second Life. A análise quantitativa mostrou que adolescentes homens se sentem mais representados pelos avatares (p ≤ 0,05), consequentemente, optam por personagens do mesmo gênero. Além disso, os hábitos de jogos indicam que conforme o tipo de jogo, maior o tempo de horas jogadas (p = 0,024). Com efeito, pode-se observar que a construção dos personagens dos jogos está atravessada pela vertente sociocultural, reproduzindo os discursos de estereotipia de gênero. No entanto, verificou-se que a relação da representação de imagem corporal e jogos são os significados produzidos pelo jogador. Palavras-chave: Jogos eletrônicos; imagem corporal; adolescentes; psicologia do esporte. Universidade Federal do Ceará2021-07-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/epub+zipapplication/octet-streamhttp://www.periodicos.ufc.br/psicologiaufc/article/view/5289010.36517/revpsiufc.12.2.2021.3Journal of Psychology; Vol 12 No 2 (2021): V.12, N.2, 2021 (JULHO-DEZEMBRO); 43 - 55Revista de Psicologia; v. 12 n. 2 (2021): V.12, N.2, 2021 (JULHO-DEZEMBRO); 43 - 552179-17400102-1222reponame:Revista de Psicologia (Fortaleza. Online)instname:Universidade Federal do Ceará (UFC)instacron:UFCporhttp://www.periodicos.ufc.br/psicologiaufc/article/view/52890/196976http://www.periodicos.ufc.br/psicologiaufc/article/view/52890/196994http://www.periodicos.ufc.br/psicologiaufc/article/view/52890/197011Copyright (c) 2021 Daniele de Campos, Andressa Melina Becker da Silvahttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessde Campos, DanieleBecker da Silva, Andressa Melina2021-07-09T15:34:41Zoai:periodicos.ufc:article/52890Revistahttp://www.periodicos.ufc.br/index.php/psicologiaufcPUBhttp://www.periodicos.ufc.br/index.php/psicologiaufc/oairevpsico@ufc.br||2179-17402179-1740opendoar:2021-07-09T15:34:41Revista de Psicologia (Fortaleza. Online) - Universidade Federal do Ceará (UFC)false |
dc.title.none.fl_str_mv |
Body identity representations in eletronic games by adolescentes and young adults Representações da identidade corporal em jogos eletrônicos por adolescentes e adultos jovens / Body identity representations in eletronic games by adolescentes and young adults |
title |
Body identity representations in eletronic games by adolescentes and young adults |
spellingShingle |
Body identity representations in eletronic games by adolescentes and young adults de Campos, Daniele Video games body image adolescents sport psychology Jogos eletrônicos imagem corporal adolescentes psicologia do esporte |
title_short |
Body identity representations in eletronic games by adolescentes and young adults |
title_full |
Body identity representations in eletronic games by adolescentes and young adults |
title_fullStr |
Body identity representations in eletronic games by adolescentes and young adults |
title_full_unstemmed |
Body identity representations in eletronic games by adolescentes and young adults |
title_sort |
Body identity representations in eletronic games by adolescentes and young adults |
author |
de Campos, Daniele |
author_facet |
de Campos, Daniele Becker da Silva, Andressa Melina |
author_role |
author |
author2 |
Becker da Silva, Andressa Melina |
author2_role |
author |
dc.contributor.author.fl_str_mv |
de Campos, Daniele Becker da Silva, Andressa Melina |
dc.subject.por.fl_str_mv |
Video games body image adolescents sport psychology Jogos eletrônicos imagem corporal adolescentes psicologia do esporte |
topic |
Video games body image adolescents sport psychology Jogos eletrônicos imagem corporal adolescentes psicologia do esporte |
description |
Abstract Adolescence is a period of change, specially in relation to the body, in which body indentity is transformed. This can be understood by the physical and psychologica perception, and influence by the socio-cultural contexto, which is presente in eletronic games. The aim was verify in what ways the body identities of adolescentes are represented in eletronic games. The netnographic methodology was used, which allows data collection from characteristics of digital enviorinments and communication mediated by computers, with participant observation. Therefore, for data collection it was used a structured interview was carried out on online platforms by Google Forms, which reached 153 players from League of Legends, Perfect World and Second Life. Quantitative analysis showed that male adolescentes feel more represented by avatrs (p ≤ .05), consequently, they choose characters of the same gender. In addition, gaming habits indicate that, depending on the type of game, the longer the hours played (p = 0.024). Indeed, it can be obvserved that the construction of the characters of the games is crossed by the socio-cultural aspect, reproducing the discouses of gender stereotyping. However, it was found that the relationship of body image representation and games are the meanings produced by the player. Keywords: Video games; body image; adolescents; sport psychology. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-07-01 |
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 |
http://www.periodicos.ufc.br/psicologiaufc/article/view/52890 10.36517/revpsiufc.12.2.2021.3 |
url |
http://www.periodicos.ufc.br/psicologiaufc/article/view/52890 |
identifier_str_mv |
10.36517/revpsiufc.12.2.2021.3 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
http://www.periodicos.ufc.br/psicologiaufc/article/view/52890/196976 http://www.periodicos.ufc.br/psicologiaufc/article/view/52890/196994 http://www.periodicos.ufc.br/psicologiaufc/article/view/52890/197011 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2021 Daniele de Campos, Andressa Melina Becker da Silva https://creativecommons.org/licenses/by-nc/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2021 Daniele de Campos, Andressa Melina Becker da Silva https://creativecommons.org/licenses/by-nc/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf application/epub+zip application/octet-stream |
dc.publisher.none.fl_str_mv |
Universidade Federal do Ceará |
publisher.none.fl_str_mv |
Universidade Federal do Ceará |
dc.source.none.fl_str_mv |
Journal of Psychology; Vol 12 No 2 (2021): V.12, N.2, 2021 (JULHO-DEZEMBRO); 43 - 55 Revista de Psicologia; v. 12 n. 2 (2021): V.12, N.2, 2021 (JULHO-DEZEMBRO); 43 - 55 2179-1740 0102-1222 reponame:Revista de Psicologia (Fortaleza. Online) instname:Universidade Federal do Ceará (UFC) instacron:UFC |
instname_str |
Universidade Federal do Ceará (UFC) |
instacron_str |
UFC |
institution |
UFC |
reponame_str |
Revista de Psicologia (Fortaleza. Online) |
collection |
Revista de Psicologia (Fortaleza. Online) |
repository.name.fl_str_mv |
Revista de Psicologia (Fortaleza. Online) - Universidade Federal do Ceará (UFC) |
repository.mail.fl_str_mv |
revpsico@ufc.br|| |
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1797067735397564416 |