THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP

Detalhes bibliográficos
Autor(a) principal: Souza, Carlos Avelar Martins de
Data de Publicação: 2016
Outros Autores: Melo, Júlia Martins e, Silva, Wesley Marques da, Silva, Cinthia Lopes da
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Brasileira de Estudos do Lazer
Texto Completo: https://periodicos.ufmg.br/index.php/rbel/article/view/469
Resumo: This article aims to identify and analyze the meanings of video games to young people in a technical school in Campinas-SP. Video games are part of the leisure activities of many young people in current society, but often the professionals working in technological fields, producing such games, unaware cultural elements that mobilize the interest of young people in these products. Bibliographical and field research was conducted, characterizing this as a qualitative study. The technique used in the field research was a semi-structured interview. Video games are a form of compensation for the obligation of activities, and make possible different and impossible experiences to real young people, there was also the relationship between video games and life. This work contributes to the leisure field, in the sense of professional leisure and working with the construction of electronic games have access to the interests and meanings young people assign to games. 
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spelling THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SPOS SIGNIFICADOS DOS JOGOS ELETRÔNICOS PARA JOVENS DE UMA ESCOLA TÉCNICA DE CAMPINAS – SPAtividades de LazerJogos de VídeoCulturaLeisure activitiesVideo GamesCulture.This article aims to identify and analyze the meanings of video games to young people in a technical school in Campinas-SP. Video games are part of the leisure activities of many young people in current society, but often the professionals working in technological fields, producing such games, unaware cultural elements that mobilize the interest of young people in these products. Bibliographical and field research was conducted, characterizing this as a qualitative study. The technique used in the field research was a semi-structured interview. Video games are a form of compensation for the obligation of activities, and make possible different and impossible experiences to real young people, there was also the relationship between video games and life. This work contributes to the leisure field, in the sense of professional leisure and working with the construction of electronic games have access to the interests and meanings young people assign to games. Este artigo tem como objetivo identificar e analisar os significados dos jogos eletrônicos para jovens de uma escola técnica de Campinas-SP. Os jogos eletrônicos fazem parte das atividades de lazer de muitos jovens na sociedade atual, mas muitas vezes os profissionais que atuam nas áreas tecnológicas, produzindo tais jogos, desconhecem os elementos culturais que mobilizam o interesse da população jovem nesses produtos. Foi realizada pesquisa bibliográfica e de campo, caracterizando este estudo como qualitativo. A técnica utilizada na pesquisa de campo foi a entrevista semiestruturada. Os jogos eletrônicos são uma forma de compensação das atividades de obrigação, além de possibilitarem experiências diversas e impossíveis ao real aos jovens, houve também a relação entre os jogos eletrônicos e a vida. Este trabalho contribui com o campo do lazer, no sentido dos profissionais do lazer e dos que trabalham com a construção de jogos eletrônicos terem acesso aos interesses e significados que os jovens atribuem aos games.ANPEL2016-02-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado por Paresapplication/pdfhttps://periodicos.ufmg.br/index.php/rbel/article/view/469Revista Brasileira de Estudos do Lazer; v. 2 n. 1 (2015): v.2, n.1, jan./abr. 2015 | Dossiê Associações Internacionais de Pesquisa em Lazer; p.44-632358-1239reponame:Revista Brasileira de Estudos do Lazerinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGporhttps://periodicos.ufmg.br/index.php/rbel/article/view/469/310Copyright (c) 2016 Revista Brasileira de Estudos do Lazerinfo:eu-repo/semantics/openAccessSouza, Carlos Avelar Martins deMelo, Júlia Martins eSilva, Wesley Marques daSilva, Cinthia Lopes da2019-07-25T05:14:45Zoai:periodicos.ufmg.br:article/469Revistahttps://periodicos.ufmg.br/index.php/rbelPUBhttps://periodicos.ufmg.br/index.php/rbel/oairbel.anpel@gmail.com || edilson@lcc.ufmg.br2358-12392358-1239opendoar:2019-07-25T05:14:45Revista Brasileira de Estudos do Lazer - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
OS SIGNIFICADOS DOS JOGOS ELETRÔNICOS PARA JOVENS DE UMA ESCOLA TÉCNICA DE CAMPINAS – SP
title THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
spellingShingle THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
Souza, Carlos Avelar Martins de
Atividades de Lazer
Jogos de Vídeo
Cultura
Leisure activities
Video Games
Culture.
title_short THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
title_full THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
title_fullStr THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
title_full_unstemmed THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
title_sort THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
author Souza, Carlos Avelar Martins de
author_facet Souza, Carlos Avelar Martins de
Melo, Júlia Martins e
Silva, Wesley Marques da
Silva, Cinthia Lopes da
author_role author
author2 Melo, Júlia Martins e
Silva, Wesley Marques da
Silva, Cinthia Lopes da
author2_role author
author
author
dc.contributor.author.fl_str_mv Souza, Carlos Avelar Martins de
Melo, Júlia Martins e
Silva, Wesley Marques da
Silva, Cinthia Lopes da
dc.subject.por.fl_str_mv Atividades de Lazer
Jogos de Vídeo
Cultura
Leisure activities
Video Games
Culture.
topic Atividades de Lazer
Jogos de Vídeo
Cultura
Leisure activities
Video Games
Culture.
description This article aims to identify and analyze the meanings of video games to young people in a technical school in Campinas-SP. Video games are part of the leisure activities of many young people in current society, but often the professionals working in technological fields, producing such games, unaware cultural elements that mobilize the interest of young people in these products. Bibliographical and field research was conducted, characterizing this as a qualitative study. The technique used in the field research was a semi-structured interview. Video games are a form of compensation for the obligation of activities, and make possible different and impossible experiences to real young people, there was also the relationship between video games and life. This work contributes to the leisure field, in the sense of professional leisure and working with the construction of electronic games have access to the interests and meanings young people assign to games. 
publishDate 2016
dc.date.none.fl_str_mv 2016-02-15
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Avaliado por Pares
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.ufmg.br/index.php/rbel/article/view/469
url https://periodicos.ufmg.br/index.php/rbel/article/view/469
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.ufmg.br/index.php/rbel/article/view/469/310
dc.rights.driver.fl_str_mv Copyright (c) 2016 Revista Brasileira de Estudos do Lazer
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2016 Revista Brasileira de Estudos do Lazer
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv ANPEL
publisher.none.fl_str_mv ANPEL
dc.source.none.fl_str_mv Revista Brasileira de Estudos do Lazer; v. 2 n. 1 (2015): v.2, n.1, jan./abr. 2015 | Dossiê Associações Internacionais de Pesquisa em Lazer; p.44-63
2358-1239
reponame:Revista Brasileira de Estudos do Lazer
instname:Universidade Federal de Minas Gerais (UFMG)
instacron:UFMG
instname_str Universidade Federal de Minas Gerais (UFMG)
instacron_str UFMG
institution UFMG
reponame_str Revista Brasileira de Estudos do Lazer
collection Revista Brasileira de Estudos do Lazer
repository.name.fl_str_mv Revista Brasileira de Estudos do Lazer - Universidade Federal de Minas Gerais (UFMG)
repository.mail.fl_str_mv rbel.anpel@gmail.com || edilson@lcc.ufmg.br
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