THE MEANINGS OF VIDEO GAMES TO YOUNG PEOPLE IN A TECHNICAL SCHOOL IN CAMPINAS-SP
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Outros Autores: | , , |
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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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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1798316367653371904 |