InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"

Detalhes bibliográficos
Autor(a) principal: Saleme, Samira Bissoli
Data de Publicação: 2007
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da Universidade Federal do Espírito Santo (riUfes)
Texto Completo: http://repositorio.ufes.br/handle/10/2978
Resumo: This research had as general objective to investigate, by microgenetic analysis, the possibility of description of the social interaction in a virtual word, the computer game called “The Sims®”. The option for this game came from the fact that it can turn viable the simulation of real social situations, which could be difficult to be reproduced experimentally. Specifically, this study has the objective of describe the interactions in the context of Piaget’s Theory of Social Change (1954; 1965/1973). The interactions among the players, the created-characters and the game ambient utensils were classified in categories, created for this study and, from these classifications, participant’s ways of operation were identified, as well as relations among subjects interactions and Piaget’s interpersonal relations diagram. The data collect procedure occurred from June to November of 2006, and it has as participants 10 High School students from a private school of the Espirito Santo State. The research had as methodological resource the Microgenetics Analysis and consisted of six phases: 1rst) preparation: the participants have used the game tutorial to guarantee the knowledge of its functionalities; 2nd) creation of characters and general configurations of the game; 3rd) simulation sessions: the participants have played two sessions of about 30 minutes each one, and it had been recorded by a software that captures screens, being executed in computer second plain; 4th) preliminary processing of the data; 5th) interviews with the players; and 6th) final analysis of the data. As results, it was possible to verify that all the players had been occupied, in the most part of the time, with satisfying the characters’ necessities, according to what they had defined as initial objective; eight of them had defined the physical and "personality" personages attributes similar with their own characteristics. From the analysis of the participant’s games, was evidenced the viability of social interactions description in the Piaget´s theory of social exchanges, at least in the game “The Sims”, therefore in this context the social factor does not imply in physical presence, necessarily, but it´s characterized as "space of meeting" in space and time, turning possible to the "virtual" to be adopted as this space of social interaction.
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spelling Queiroz, Sávio Silveira deSaleme, Samira BissoliRossetti, Cláudia BroettoCury, Davidson2016-08-29T14:10:02Z2016-07-112016-08-29T14:10:02Z2007-07-10This research had as general objective to investigate, by microgenetic analysis, the possibility of description of the social interaction in a virtual word, the computer game called “The Sims®”. The option for this game came from the fact that it can turn viable the simulation of real social situations, which could be difficult to be reproduced experimentally. Specifically, this study has the objective of describe the interactions in the context of Piaget’s Theory of Social Change (1954; 1965/1973). The interactions among the players, the created-characters and the game ambient utensils were classified in categories, created for this study and, from these classifications, participant’s ways of operation were identified, as well as relations among subjects interactions and Piaget’s interpersonal relations diagram. The data collect procedure occurred from June to November of 2006, and it has as participants 10 High School students from a private school of the Espirito Santo State. The research had as methodological resource the Microgenetics Analysis and consisted of six phases: 1rst) preparation: the participants have used the game tutorial to guarantee the knowledge of its functionalities; 2nd) creation of characters and general configurations of the game; 3rd) simulation sessions: the participants have played two sessions of about 30 minutes each one, and it had been recorded by a software that captures screens, being executed in computer second plain; 4th) preliminary processing of the data; 5th) interviews with the players; and 6th) final analysis of the data. As results, it was possible to verify that all the players had been occupied, in the most part of the time, with satisfying the characters’ necessities, according to what they had defined as initial objective; eight of them had defined the physical and "personality" personages attributes similar with their own characteristics. From the analysis of the participant’s games, was evidenced the viability of social interactions description in the Piaget´s theory of social exchanges, at least in the game “The Sims”, therefore in this context the social factor does not imply in physical presence, necessarily, but it´s characterized as "space of meeting" in space and time, turning possible to the "virtual" to be adopted as this space of social interaction.A presente pesquisa teve por objetivo geral investigar, pela análise microgenética, a possibilidade de descrição da interação social num mundo virtual, o do jogo computadorizado The Sims®. A escolha do jogo se deu pelo fato do mesmo tornar viável a simulação de situações sociais reais, muitas vezes difíceis de serem reproduzidas experimentalmente. Especificamente, buscou-se realizar a descrição das interações no contexto da Teoria das Trocas Sociais de Piaget (1954; 1973). As interações entre os jogadores, os personagens e utensílios do ambiente de jogo foram classificadas por categorias criadas para esta pesquisa e, a partir das classificações, foram identificados os modos de operar dos participantes, bem como realizadas relações entre as interações dos sujeitos e o diagrama das relações interpessoais de Piaget. O procedimento de coleta de dados se deu entre junho e novembro de 2006, e teve como participantes 10 alunos do Ensino Médio de uma escola particular do interior do Estado do ES, sendo 03 do sexo feminino e 07 do sexo masculino, na mesma faixa etária, entre 16 e 17 anos. A pesquisa teve como recurso metodológico a Análise Microgenética, e consistiu em seis fases: 1ª) preparo: os participantes fizeram uso do tutorial do jogo para garantir o conhecimento das funcionalidades; 2ª) criação de personagem e configurações gerais do jogo; 3ª) sessões de simulação: os participantes jogaram duas sessões de cerca de 30 minutos cada, e suas jogadas foram gravadas por meio de um software que captura telas, sendo executado em segundo plano pelo computador; 4ª) processamento preliminar dos dados; 5ª) entrevistas com os jogadores; e 6ª) análise final dos dados. Como resultado, pôde-se verificar que todos os jogadores se detiveram, na maior parte do tempo, em satisfazer as necessidades dos personagens por eles criados, de acordo com o que definiram como objetivo inicial; oito deles definiram os atributos físicos e de personalidade de seus personagens com base em suas próprias características. Os resultados obtidos permitem ainda constatar que, ao menos no ambiente do jogo The Sims, há viabilidade de descrição das interações por meio da teoria piagetiana de trocas sociais, pois neste contexto o social não implica em presença física, necessariamente, mas se caracteriza como espaço de encontro no espaço e no tempo, podendo o virtual ser adotado também como esse espaço de interação social.TextSALEME, Samira Bissoli. InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®". 2007. 160 f. Dissertação (Mestrado em Psicologia) - Universidade Federal do Espirito Santo, Centro de Ciências Humanas e Naturais, Vitória, 2007.http://repositorio.ufes.br/handle/10/2978porUniversidade Federal do Espírito SantoMestrado em PsicologiaPrograma de Pós-Graduação em PsicologiaUFESBRSocial interactionVirtual realityElectronic gamesMicrogenetic analysisAnálise microgenéticaInteração socialRealidade virtualJogos eletrônicosPsicologia159.9InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da Universidade Federal do Espírito Santo (riUfes)instname:Universidade Federal do Espírito Santo (UFES)instacron:UFESORIGINALDissertação_2181_.pdfapplication/pdf1117617http://repositorio.ufes.br/bitstreams/28574e29-c0bb-4291-9230-bdc245a002dc/download4bbcff163db3373500e43d72e1400dacMD5110/29782024-07-02 15:22:16.614oai:repositorio.ufes.br:10/2978http://repositorio.ufes.brRepositório InstitucionalPUBhttp://repositorio.ufes.br/oai/requestopendoar:21082024-07-11T14:37:37.420338Repositório Institucional da Universidade Federal do Espírito Santo (riUfes) - Universidade Federal do Espírito Santo (UFES)false
dc.title.none.fl_str_mv InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
title InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
spellingShingle InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
Saleme, Samira Bissoli
Social interaction
Virtual reality
Electronic games
Microgenetic analysis
Análise microgenética
Psicologia
Interação social
Realidade virtual
Jogos eletrônicos
159.9
title_short InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
title_full InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
title_fullStr InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
title_full_unstemmed InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
title_sort InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®"
author Saleme, Samira Bissoli
author_facet Saleme, Samira Bissoli
author_role author
dc.contributor.advisor1.fl_str_mv Queiroz, Sávio Silveira de
dc.contributor.author.fl_str_mv Saleme, Samira Bissoli
dc.contributor.referee1.fl_str_mv Rossetti, Cláudia Broetto
dc.contributor.referee2.fl_str_mv Cury, Davidson
contributor_str_mv Queiroz, Sávio Silveira de
Rossetti, Cláudia Broetto
Cury, Davidson
dc.subject.eng.fl_str_mv Social interaction
Virtual reality
Electronic games
Microgenetic analysis
topic Social interaction
Virtual reality
Electronic games
Microgenetic analysis
Análise microgenética
Psicologia
Interação social
Realidade virtual
Jogos eletrônicos
159.9
dc.subject.por.fl_str_mv Análise microgenética
dc.subject.cnpq.fl_str_mv Psicologia
dc.subject.br-rjbn.none.fl_str_mv Interação social
Realidade virtual
Jogos eletrônicos
dc.subject.udc.none.fl_str_mv 159.9
description This research had as general objective to investigate, by microgenetic analysis, the possibility of description of the social interaction in a virtual word, the computer game called “The Sims®”. The option for this game came from the fact that it can turn viable the simulation of real social situations, which could be difficult to be reproduced experimentally. Specifically, this study has the objective of describe the interactions in the context of Piaget’s Theory of Social Change (1954; 1965/1973). The interactions among the players, the created-characters and the game ambient utensils were classified in categories, created for this study and, from these classifications, participant’s ways of operation were identified, as well as relations among subjects interactions and Piaget’s interpersonal relations diagram. The data collect procedure occurred from June to November of 2006, and it has as participants 10 High School students from a private school of the Espirito Santo State. The research had as methodological resource the Microgenetics Analysis and consisted of six phases: 1rst) preparation: the participants have used the game tutorial to guarantee the knowledge of its functionalities; 2nd) creation of characters and general configurations of the game; 3rd) simulation sessions: the participants have played two sessions of about 30 minutes each one, and it had been recorded by a software that captures screens, being executed in computer second plain; 4th) preliminary processing of the data; 5th) interviews with the players; and 6th) final analysis of the data. As results, it was possible to verify that all the players had been occupied, in the most part of the time, with satisfying the characters’ necessities, according to what they had defined as initial objective; eight of them had defined the physical and "personality" personages attributes similar with their own characteristics. From the analysis of the participant’s games, was evidenced the viability of social interactions description in the Piaget´s theory of social exchanges, at least in the game “The Sims”, therefore in this context the social factor does not imply in physical presence, necessarily, but it´s characterized as "space of meeting" in space and time, turning possible to the "virtual" to be adopted as this space of social interaction.
publishDate 2007
dc.date.issued.fl_str_mv 2007-07-10
dc.date.accessioned.fl_str_mv 2016-08-29T14:10:02Z
dc.date.available.fl_str_mv 2016-07-11
2016-08-29T14:10:02Z
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dc.identifier.citation.fl_str_mv SALEME, Samira Bissoli. InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®". 2007. 160 f. Dissertação (Mestrado em Psicologia) - Universidade Federal do Espirito Santo, Centro de Ciências Humanas e Naturais, Vitória, 2007.
dc.identifier.uri.fl_str_mv http://repositorio.ufes.br/handle/10/2978
identifier_str_mv SALEME, Samira Bissoli. InterFACES virtuais: análise microgenética de processos de interação social no jogo "THE SIMS®". 2007. 160 f. Dissertação (Mestrado em Psicologia) - Universidade Federal do Espirito Santo, Centro de Ciências Humanas e Naturais, Vitória, 2007.
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Mestrado em Psicologia
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