Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall

Detalhes bibliográficos
Autor(a) principal: Figueiredo Lowande, Walter Francisco
Data de Publicação: 2019
Outros Autores: dos Santos Júnior, José Carlos, Francisco, Matheus Felipe, da Mata, Leonardo Ueda, Rosa, Wilma da Conceição Alves
Tipo de documento: Artigo
Idioma: por
Título da fonte: Temporalidades
Texto Completo: https://periodicos.ufmg.br/index.php/temporalidades/article/view/12596
Resumo: The article analyses aspects related to historical concepts, production of meaning through ‘mechanics’, appropriation by the players, and representations about the history of Brazil contained in the electronic game Sid Meier's Civilization VI: rise and fall. The research was based, firstly, on the list of historical concepts related to situations of war, considering their articulation in meaning production by rules or procedures (‘proceduralities’), considering discussions about the ‘history of concepts’ and historical learning. In addition, we have investigated some virtual spaces that players use as a space of socialization, producing questionnaires regarding significant aspects of our research. Finally, we have analysed the representations about the history of Brazil contained in the game considering the historiography on the history of Brazil. From this, it was possible to understand how the idea of war in the game is linked to a conception of historical progress marked by an ideology produced by the nineteenth-century European bourgeoisie, and today deeply criticized by the latest developments in the theory of history. We have also been able to demonstrate to what extent these historical conceptions are related to the production of a reductionist image of Brazilian history. Finally, it was possible to notice some concrete trends of historical learning outside the school space from the interviews that we have conducted.
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spelling Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and FallLeituras preliminares sobre alguns conceitos e procedimentalidades contidos no jogo Sid Meier’s Civilization VI: Rise and FallThe article analyses aspects related to historical concepts, production of meaning through ‘mechanics’, appropriation by the players, and representations about the history of Brazil contained in the electronic game Sid Meier's Civilization VI: rise and fall. The research was based, firstly, on the list of historical concepts related to situations of war, considering their articulation in meaning production by rules or procedures (‘proceduralities’), considering discussions about the ‘history of concepts’ and historical learning. In addition, we have investigated some virtual spaces that players use as a space of socialization, producing questionnaires regarding significant aspects of our research. Finally, we have analysed the representations about the history of Brazil contained in the game considering the historiography on the history of Brazil. From this, it was possible to understand how the idea of war in the game is linked to a conception of historical progress marked by an ideology produced by the nineteenth-century European bourgeoisie, and today deeply criticized by the latest developments in the theory of history. We have also been able to demonstrate to what extent these historical conceptions are related to the production of a reductionist image of Brazilian history. Finally, it was possible to notice some concrete trends of historical learning outside the school space from the interviews that we have conducted.O artigo analisa aspectos relacionados aos conceitos históricos, produção de sentido por meio de “mecânicas”, apropriação por parte dos(as) jogadores e representações sobre a história do Brasil contidos no jogo eletrônico Sid Meier’s Civilization VI: rise and fall. A pesquisa se baseou, em primeiro lugar, na listagem dos conceitos históricos ligados a situações de guerra, considerando a sua articulação em  mecânicas ou “procedimentalidades” produtoras de sentido, considerando discussões sobre a “história dos conceitos” e sobre a aprendizagem histórica. Além disso, nós investigamos alguns espaços virtuais de sociabilização de jogadores(as), produzindo questionários a respeito de aspectos significativos para a nossa pesquisa. Por fim, nós analisamos as representações sobre a história do Brasil contidas no jogo a partir da historiografia brasileira. A partir disso foi possível compreender como a ideia de guerra no jogo se vincula com uma concepção de progresso histórico marcada por uma ideologia nascida no seio da burguesia europeia do século XIX e hoje profundamente criticada pelos desdobramentos mais recentes da teoria da história. Nós também pudemos demonstrar em que medida essas concepções históricas se relacionam à produção de uma imagem reducionista da história brasileira. Finalmente, foi possível notar algumas tendências concretas de aprendizado histórico fora do espaço escolar a partir das entrevistas realizadas.Programa de Pós Graduação em História - UFMG2019-09-30info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufmg.br/index.php/temporalidades/article/view/12596Temporalidades; Vol. 11 No. 2 (2019): Edição 30 - Temporalidades, Belo Horizonte, Vol. 11, n.2 (mai./ago. 2019); 629 - 646Temporalidades; v. 11 n. 2 (2019): Edição 30 - Temporalidades, Belo Horizonte, Vol. 11, n.2 (mai./ago. 2019); 629 - 6461984-6150reponame:Temporalidadesinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGporhttps://periodicos.ufmg.br/index.php/temporalidades/article/view/12596/12221Copyright (c) 2019 Walter Francisco Figueiredo Lowande, José Carlos dos Santos Júnior, Matheus Felipe Francisco, Leonardo Ueda da Mata, Wilma da Conceição Alves Rosainfo:eu-repo/semantics/openAccessFigueiredo Lowande, Walter Franciscodos Santos Júnior, José CarlosFrancisco, Matheus Felipeda Mata, Leonardo UedaRosa, Wilma da Conceição Alves2020-02-04T11:07:46Zoai:periodicos.ufmg.br:article/12596Revistahttps://periodicos.ufmg.br/index.php/temporalidadesPUBhttps://periodicos.ufmg.br/index.php/temporalidades/oai||temporalidades@gmail.com1984-61501984-6150opendoar:2020-02-04T11:07:46Temporalidades - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
Leituras preliminares sobre alguns conceitos e procedimentalidades contidos no jogo Sid Meier’s Civilization VI: Rise and Fall
title Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
spellingShingle Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
Figueiredo Lowande, Walter Francisco
title_short Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
title_full Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
title_fullStr Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
title_full_unstemmed Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
title_sort Concepts, proceduralities, and learning in the game Sid Meier’s Civilization VI: Rise and Fall
author Figueiredo Lowande, Walter Francisco
author_facet Figueiredo Lowande, Walter Francisco
dos Santos Júnior, José Carlos
Francisco, Matheus Felipe
da Mata, Leonardo Ueda
Rosa, Wilma da Conceição Alves
author_role author
author2 dos Santos Júnior, José Carlos
Francisco, Matheus Felipe
da Mata, Leonardo Ueda
Rosa, Wilma da Conceição Alves
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Figueiredo Lowande, Walter Francisco
dos Santos Júnior, José Carlos
Francisco, Matheus Felipe
da Mata, Leonardo Ueda
Rosa, Wilma da Conceição Alves
description The article analyses aspects related to historical concepts, production of meaning through ‘mechanics’, appropriation by the players, and representations about the history of Brazil contained in the electronic game Sid Meier's Civilization VI: rise and fall. The research was based, firstly, on the list of historical concepts related to situations of war, considering their articulation in meaning production by rules or procedures (‘proceduralities’), considering discussions about the ‘history of concepts’ and historical learning. In addition, we have investigated some virtual spaces that players use as a space of socialization, producing questionnaires regarding significant aspects of our research. Finally, we have analysed the representations about the history of Brazil contained in the game considering the historiography on the history of Brazil. From this, it was possible to understand how the idea of war in the game is linked to a conception of historical progress marked by an ideology produced by the nineteenth-century European bourgeoisie, and today deeply criticized by the latest developments in the theory of history. We have also been able to demonstrate to what extent these historical conceptions are related to the production of a reductionist image of Brazilian history. Finally, it was possible to notice some concrete trends of historical learning outside the school space from the interviews that we have conducted.
publishDate 2019
dc.date.none.fl_str_mv 2019-09-30
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url https://periodicos.ufmg.br/index.php/temporalidades/article/view/12596
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dc.relation.none.fl_str_mv https://periodicos.ufmg.br/index.php/temporalidades/article/view/12596/12221
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dc.publisher.none.fl_str_mv Programa de Pós Graduação em História - UFMG
publisher.none.fl_str_mv Programa de Pós Graduação em História - UFMG
dc.source.none.fl_str_mv Temporalidades; Vol. 11 No. 2 (2019): Edição 30 - Temporalidades, Belo Horizonte, Vol. 11, n.2 (mai./ago. 2019); 629 - 646
Temporalidades; v. 11 n. 2 (2019): Edição 30 - Temporalidades, Belo Horizonte, Vol. 11, n.2 (mai./ago. 2019); 629 - 646
1984-6150
reponame:Temporalidades
instname:Universidade Federal de Minas Gerais (UFMG)
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