L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs.
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | fra |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da UFCG |
Texto Completo: | http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665 |
Resumo: | he development and practice of video games fosters a virtualization of the body and sport that promote new bodily experiences and sensory. his research aimed to know the processes by which mechanical and informational technologies constituted in the form of video games act in the body culture of movement. For the research, the Emersiology was used with the purpose of understanding how Science studies the way in which the living body adapts the living body to the action. Took place a qualitative descriptive ield research, in which vídeo recordings were performed of eletronic game practice Kinect Sports on Xbox 360 with Microsoft Kinect, semi-structured interviews and application of questionnaires with 17 social actors, in the age range of 15 to 24 years of age, of both genders, of the Universidade Federal de Campina Grande, municipality of Sumé, Paraíba, Brazil. Data were analyzed according to descriptive statistics, using the IBM SPSS Program (v.22.0) and contente analysis (Bardin, 2011). All the ethical guidelines of research with human beings were followed. Among the results 70.6% play with friends, 100% play in their homes, 66.5% download games over the internet and 47.1% prefer competition games. he triangulation of the data discussed in light of the emersiological theory demonstrated that the body culture of movement it also develops through transformations that the diferente virtual meanings of the body and sport require of the subjects. It is concluded that the virtual sports practice promotes na encounter of the emersive gesture with the living body of the subject. |
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L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs.The emersiology and the processes of body virtualization in video games and the teleshow sports.A emersiologia e os processos de virtualização corporal nos videogames e no teleshow esportivo.Corps humainImmersiologieVirtualisation du corpsJeu vidéoHuman BodyImmersiologyBody VirtualizationVideo gameCorpo humanoImersiologiaVirtualização corporalJogo de vídeoEducação Física.he development and practice of video games fosters a virtualization of the body and sport that promote new bodily experiences and sensory. his research aimed to know the processes by which mechanical and informational technologies constituted in the form of video games act in the body culture of movement. For the research, the Emersiology was used with the purpose of understanding how Science studies the way in which the living body adapts the living body to the action. Took place a qualitative descriptive ield research, in which vídeo recordings were performed of eletronic game practice Kinect Sports on Xbox 360 with Microsoft Kinect, semi-structured interviews and application of questionnaires with 17 social actors, in the age range of 15 to 24 years of age, of both genders, of the Universidade Federal de Campina Grande, municipality of Sumé, Paraíba, Brazil. Data were analyzed according to descriptive statistics, using the IBM SPSS Program (v.22.0) and contente analysis (Bardin, 2011). All the ethical guidelines of research with human beings were followed. Among the results 70.6% play with friends, 100% play in their homes, 66.5% download games over the internet and 47.1% prefer competition games. he triangulation of the data discussed in light of the emersiological theory demonstrated that the body culture of movement it also develops through transformations that the diferente virtual meanings of the body and sport require of the subjects. It is concluded that the virtual sports practice promotes na encounter of the emersive gesture with the living body of the subject.Le développement et la pratique des jeux vidéo favorisent une virtualisation du corps et du sport, qui favorisent de nouvelles expériences corporelles et sensorielles. Avec l’objectif général de connaître les processus par lesquels les technologies machiniques et informationnelles, constituées sous la forme de jeux vidéo et la représentation du sport téléspectaculaire, agissent dans la culture corporelle du mouvement, basée sur l’Emersiologie proposée par Andrieu (2016) et avec le but de comprendre la manière dont le corps vivant adapte le corps vécu à l’action du jeu électronique, une recherche descriptive qualitative de terrain a été réalisée, avec des enregistrements vidéo de la pratique du jeu Kinect Sports sur la console Xbox 360 avec Kinect de Microsoft, entretiens semi-structurés et application de questionnaires avec 17 acteurs sociaux (AS), âgés de 15 à 24 ans, des deux sexes, de l’Université fédérale de Campina Grande, municipalité de Sumé au Brésil. Les données ont été analysées selon des statistiques descriptives, à l’aide du programme SPSS (v. 22.0) et sur la base de l’analyse de contenu de Bardin (2011). Toutes les directives éthiques pour la recherche avec des êtres humains, recommandées par la Commission nationale d’éthique de la recherche du Brésil, ont été suivies. Parmi les résultats, 70,6% jouent entre amis, 100% jouent à la maison, 66,5% téléchargent des jeux sur Internet et 47,1% préfèrent les jeux de compétition. La triangulation des données discutées à la lumière de la théorie émérsiologique a montré que la culture corporelle du mouvement se développe aussi à travers les transformations que les diférentes signiications virtuelles du corps et du sport exigent des sujets. Il est conclu que la pratique sportive virtuelle favorise une rencontre du geste émergent avec le corps vivant du sujet joueur.Universidade Federal de Campina GrandeBrasilUFCG20232024-05-15T19:20:20Z2024-05-152024-05-15T19:20:20Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665ARAÚJO, Bruno Medeiros Roldão de; QUEIROZ, Larissa Silva de; ANDRIEU, Bernard. L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. Série E : Droit, Santé et Société, v.10, n.1, 2023. Disponível em: http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665fraARAÚJO, Bruno Medeiros Roldão de.QUEIROZ, Larissa Silva de.ANDRIEU, Bernard.info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UFCGinstname:Universidade Federal de Campina Grande (UFCG)instacron:UFCG2024-05-15T19:20:51Zoai:localhost:riufcg/35665Biblioteca Digital de Teses e Dissertaçõeshttp://bdtd.ufcg.edu.br/PUBhttp://dspace.sti.ufcg.edu.br:8080/oai/requestbdtd@setor.ufcg.edu.br || bdtd@setor.ufcg.edu.bropendoar:48512024-05-15T19:20:51Biblioteca Digital de Teses e Dissertações da UFCG - Universidade Federal de Campina Grande (UFCG)false |
dc.title.none.fl_str_mv |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. The emersiology and the processes of body virtualization in video games and the teleshow sports. A emersiologia e os processos de virtualização corporal nos videogames e no teleshow esportivo. |
title |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. |
spellingShingle |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. ARAÚJO, Bruno Medeiros Roldão de. Corps humain Immersiologie Virtualisation du corps Jeu vidéo Human Body Immersiology Body Virtualization Video game Corpo humano Imersiologia Virtualização corporal Jogo de vídeo Educação Física. |
title_short |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. |
title_full |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. |
title_fullStr |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. |
title_full_unstemmed |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. |
title_sort |
L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. |
author |
ARAÚJO, Bruno Medeiros Roldão de. |
author_facet |
ARAÚJO, Bruno Medeiros Roldão de. QUEIROZ, Larissa Silva de. ANDRIEU, Bernard. |
author_role |
author |
author2 |
QUEIROZ, Larissa Silva de. ANDRIEU, Bernard. |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
ARAÚJO, Bruno Medeiros Roldão de. QUEIROZ, Larissa Silva de. ANDRIEU, Bernard. |
dc.subject.por.fl_str_mv |
Corps humain Immersiologie Virtualisation du corps Jeu vidéo Human Body Immersiology Body Virtualization Video game Corpo humano Imersiologia Virtualização corporal Jogo de vídeo Educação Física. |
topic |
Corps humain Immersiologie Virtualisation du corps Jeu vidéo Human Body Immersiology Body Virtualization Video game Corpo humano Imersiologia Virtualização corporal Jogo de vídeo Educação Física. |
description |
he development and practice of video games fosters a virtualization of the body and sport that promote new bodily experiences and sensory. his research aimed to know the processes by which mechanical and informational technologies constituted in the form of video games act in the body culture of movement. For the research, the Emersiology was used with the purpose of understanding how Science studies the way in which the living body adapts the living body to the action. Took place a qualitative descriptive ield research, in which vídeo recordings were performed of eletronic game practice Kinect Sports on Xbox 360 with Microsoft Kinect, semi-structured interviews and application of questionnaires with 17 social actors, in the age range of 15 to 24 years of age, of both genders, of the Universidade Federal de Campina Grande, municipality of Sumé, Paraíba, Brazil. Data were analyzed according to descriptive statistics, using the IBM SPSS Program (v.22.0) and contente analysis (Bardin, 2011). All the ethical guidelines of research with human beings were followed. Among the results 70.6% play with friends, 100% play in their homes, 66.5% download games over the internet and 47.1% prefer competition games. he triangulation of the data discussed in light of the emersiological theory demonstrated that the body culture of movement it also develops through transformations that the diferente virtual meanings of the body and sport require of the subjects. It is concluded that the virtual sports practice promotes na encounter of the emersive gesture with the living body of the subject. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023 2024-05-15T19:20:20Z 2024-05-15 2024-05-15T19:20:20Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665 ARAÚJO, Bruno Medeiros Roldão de; QUEIROZ, Larissa Silva de; ANDRIEU, Bernard. L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. Série E : Droit, Santé et Société, v.10, n.1, 2023. Disponível em: http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665 |
url |
http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665 |
identifier_str_mv |
ARAÚJO, Bruno Medeiros Roldão de; QUEIROZ, Larissa Silva de; ANDRIEU, Bernard. L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs. Série E : Droit, Santé et Société, v.10, n.1, 2023. Disponível em: http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665 |
dc.language.iso.fl_str_mv |
fra |
language |
fra |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
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openAccess |
dc.publisher.none.fl_str_mv |
Universidade Federal de Campina Grande Brasil UFCG |
publisher.none.fl_str_mv |
Universidade Federal de Campina Grande Brasil UFCG |
dc.source.none.fl_str_mv |
reponame:Biblioteca Digital de Teses e Dissertações da UFCG instname:Universidade Federal de Campina Grande (UFCG) instacron:UFCG |
instname_str |
Universidade Federal de Campina Grande (UFCG) |
instacron_str |
UFCG |
institution |
UFCG |
reponame_str |
Biblioteca Digital de Teses e Dissertações da UFCG |
collection |
Biblioteca Digital de Teses e Dissertações da UFCG |
repository.name.fl_str_mv |
Biblioteca Digital de Teses e Dissertações da UFCG - Universidade Federal de Campina Grande (UFCG) |
repository.mail.fl_str_mv |
bdtd@setor.ufcg.edu.br || bdtd@setor.ufcg.edu.br |
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1809744621407830016 |