Body identity representations in eletronic games by adolescentes and young adults

Detalhes bibliográficos
Autor(a) principal: de Campos, Daniele
Data de Publicação: 2021
Outros Autores: Becker da Silva, Andressa Melina
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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spelling 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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