Esports and sport: approaches between virtual motion body culture and cyber megaevents
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Institucional da UFLA |
Texto Completo: | http://repositorio.ufla.br/jspui/handle/1/41326 |
Resumo: | Electronic Games are gaining more and more power of cultural and economic impact on our society, until they reach a point where at the beginning of this century they begin to attract the attention of researchers from various areas, including physical education. in its different aspects of seeing the same phenomenon. This paper starts from this point, trying to make an analysis of this current situation s from the cultural production (literature, internet, television), using hermeneutics as methodology, that is, to seek meaning in what games mean. The possibility of playing online, and the emergence of the concept of e-sports brings a new possibility within cyberculture. People in different places, with different characteristics, different histories, can interact within cyberspace without carrying any of the characteristics of “real life”, and at the same time, as a consequence of this cultural diversity, can build something new from the mediated established interaction. by the virtual environment. As this situation requires movement, not necessarily physical movement, we adopt the term “Virtual Movement Body Culture” to bring this manifestation to the area of Physical Education. It is clear that we are dealing with a cultural production of the human movement, and it is also clear that it is the people who are producing this knowledge from playful demands through the possibilities allowed by cyberspace. The culmination of this process is the emergence of cyber mega events. Understanding and appropriating this framework is fundamental for us to understand this new social manifestation within its own peculiarities. They have their own characteristics that set them apart from the cultural manifestations we have known so far, and this is where we need to begin our understanding. |
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Esports and sport: approaches between virtual motion body culture and cyber megaeventsE-sports e esporte: aproximações entre a cultura corporal de movimento virtual e os ciber megaeventosElectronic gamesEsportsBody cultureJogos eletrônicosCultura corporalJuegos electrónicosDeportes electrónicosElectronic Games are gaining more and more power of cultural and economic impact on our society, until they reach a point where at the beginning of this century they begin to attract the attention of researchers from various areas, including physical education. in its different aspects of seeing the same phenomenon. This paper starts from this point, trying to make an analysis of this current situation s from the cultural production (literature, internet, television), using hermeneutics as methodology, that is, to seek meaning in what games mean. The possibility of playing online, and the emergence of the concept of e-sports brings a new possibility within cyberculture. People in different places, with different characteristics, different histories, can interact within cyberspace without carrying any of the characteristics of “real life”, and at the same time, as a consequence of this cultural diversity, can build something new from the mediated established interaction. by the virtual environment. As this situation requires movement, not necessarily physical movement, we adopt the term “Virtual Movement Body Culture” to bring this manifestation to the area of Physical Education. It is clear that we are dealing with a cultural production of the human movement, and it is also clear that it is the people who are producing this knowledge from playful demands through the possibilities allowed by cyberspace. The culmination of this process is the emergence of cyber mega events. Understanding and appropriating this framework is fundamental for us to understand this new social manifestation within its own peculiarities. They have their own characteristics that set them apart from the cultural manifestations we have known so far, and this is where we need to begin our understanding.Universidade de São Paulo2020-06-01T18:13:02Z2020-06-01T18:13:02Z2019info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfLEAL, L. D. dos S.; MACHADO, R. P. T. Esports and sport: Approaches between virtual motion body culture and cyber megaevents. Olimpianos – Journal of Olympic Studies, São Paulo, v. 3, 2019. Paginação irregular.http://repositorio.ufla.br/jspui/handle/1/41326Olimpianos – Journal of Olympic Studiesreponame:Repositório Institucional da UFLAinstname:Universidade Federal de Lavras (UFLA)instacron:UFLAhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessLeal, Ludmila Dias dos SantosMachado, Raoni Perrucci Toledoeng2023-05-02T10:54:28Zoai:localhost:1/41326Repositório InstitucionalPUBhttp://repositorio.ufla.br/oai/requestnivaldo@ufla.br || repositorio.biblioteca@ufla.bropendoar:2023-05-02T10:54:28Repositório Institucional da UFLA - Universidade Federal de Lavras (UFLA)false |
dc.title.none.fl_str_mv |
Esports and sport: approaches between virtual motion body culture and cyber megaevents E-sports e esporte: aproximações entre a cultura corporal de movimento virtual e os ciber megaeventos |
title |
Esports and sport: approaches between virtual motion body culture and cyber megaevents |
spellingShingle |
Esports and sport: approaches between virtual motion body culture and cyber megaevents Leal, Ludmila Dias dos Santos Electronic games Esports Body culture Jogos eletrônicos Cultura corporal Juegos electrónicos Deportes electrónicos |
title_short |
Esports and sport: approaches between virtual motion body culture and cyber megaevents |
title_full |
Esports and sport: approaches between virtual motion body culture and cyber megaevents |
title_fullStr |
Esports and sport: approaches between virtual motion body culture and cyber megaevents |
title_full_unstemmed |
Esports and sport: approaches between virtual motion body culture and cyber megaevents |
title_sort |
Esports and sport: approaches between virtual motion body culture and cyber megaevents |
author |
Leal, Ludmila Dias dos Santos |
author_facet |
Leal, Ludmila Dias dos Santos Machado, Raoni Perrucci Toledo |
author_role |
author |
author2 |
Machado, Raoni Perrucci Toledo |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Leal, Ludmila Dias dos Santos Machado, Raoni Perrucci Toledo |
dc.subject.por.fl_str_mv |
Electronic games Esports Body culture Jogos eletrônicos Cultura corporal Juegos electrónicos Deportes electrónicos |
topic |
Electronic games Esports Body culture Jogos eletrônicos Cultura corporal Juegos electrónicos Deportes electrónicos |
description |
Electronic Games are gaining more and more power of cultural and economic impact on our society, until they reach a point where at the beginning of this century they begin to attract the attention of researchers from various areas, including physical education. in its different aspects of seeing the same phenomenon. This paper starts from this point, trying to make an analysis of this current situation s from the cultural production (literature, internet, television), using hermeneutics as methodology, that is, to seek meaning in what games mean. The possibility of playing online, and the emergence of the concept of e-sports brings a new possibility within cyberculture. People in different places, with different characteristics, different histories, can interact within cyberspace without carrying any of the characteristics of “real life”, and at the same time, as a consequence of this cultural diversity, can build something new from the mediated established interaction. by the virtual environment. As this situation requires movement, not necessarily physical movement, we adopt the term “Virtual Movement Body Culture” to bring this manifestation to the area of Physical Education. It is clear that we are dealing with a cultural production of the human movement, and it is also clear that it is the people who are producing this knowledge from playful demands through the possibilities allowed by cyberspace. The culmination of this process is the emergence of cyber mega events. Understanding and appropriating this framework is fundamental for us to understand this new social manifestation within its own peculiarities. They have their own characteristics that set them apart from the cultural manifestations we have known so far, and this is where we need to begin our understanding. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019 2020-06-01T18:13:02Z 2020-06-01T18:13:02Z |
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 |
LEAL, L. D. dos S.; MACHADO, R. P. T. Esports and sport: Approaches between virtual motion body culture and cyber megaevents. Olimpianos – Journal of Olympic Studies, São Paulo, v. 3, 2019. Paginação irregular. http://repositorio.ufla.br/jspui/handle/1/41326 |
identifier_str_mv |
LEAL, L. D. dos S.; MACHADO, R. P. T. Esports and sport: Approaches between virtual motion body culture and cyber megaevents. Olimpianos – Journal of Olympic Studies, São Paulo, v. 3, 2019. Paginação irregular. |
url |
http://repositorio.ufla.br/jspui/handle/1/41326 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
http://creativecommons.org/licenses/by/4.0/ info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
http://creativecommons.org/licenses/by/4.0/ |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade de São Paulo |
publisher.none.fl_str_mv |
Universidade de São Paulo |
dc.source.none.fl_str_mv |
Olimpianos – Journal of Olympic Studies reponame:Repositório Institucional da UFLA instname:Universidade Federal de Lavras (UFLA) instacron:UFLA |
instname_str |
Universidade Federal de Lavras (UFLA) |
instacron_str |
UFLA |
institution |
UFLA |
reponame_str |
Repositório Institucional da UFLA |
collection |
Repositório Institucional da UFLA |
repository.name.fl_str_mv |
Repositório Institucional da UFLA - Universidade Federal de Lavras (UFLA) |
repository.mail.fl_str_mv |
nivaldo@ufla.br || repositorio.biblioteca@ufla.br |
_version_ |
1815439186002444288 |