PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE
Autor(a) principal: | |
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Data de Publicação: | 2017 |
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/512 |
Resumo: | This article aims to analyze the relationship between training and professional performance in leisure related to digital games. As a methodology, the work was developed by bibliographical research, after surveying the material and textual analysis, thematic, interpretative and problematization. The discussions about digital games as leisure activities are considered as a field of disagreement, interfering significantly in the consolidation of new spaces. Digital games are entertainment practices, reaching great popularity as a recreational source worldwide. If the games were products aimed only at children and adolescents, they currently reach an audience of diverse ages and both sexes, requiring individual's different cultural competencies, such as connectivity, the ability to search, synthesize and disseminate information. Players are free to realize and create the teaching and learning arrangements that work best for each one. Thus, there is a new historical process in a different environment, characterized by a non-physical space or a non-virtual space. In this sense, we can affirm that professional training in leisure needs to extrapolate the horizons of research, rethink the curriculum in order to professionals act with new conceptions of the subject, considering social and technological transformations, in a democratic way. |
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PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCELÚDICO Y DIGITALES JUEGOS: PENSAR EN LA FORMACIÓN Y LA PRÁCTICA PROFESIONALLÚDICO E JOGOS DIGITAIS: REFLEXÕES ACERCA DA FORMAÇÃO E ATUAÇÃO PROFISSIONALActividades RecreativasJuegos DigitalesDesarrollo de PersonalPráctica Profesional.Atividades de LazerJogos DigitaisFormação ProfissionalPrática Profissional.Leisure ActivitiesDigital GamesStaff DevelopmentProfessional Practice.This article aims to analyze the relationship between training and professional performance in leisure related to digital games. As a methodology, the work was developed by bibliographical research, after surveying the material and textual analysis, thematic, interpretative and problematization. The discussions about digital games as leisure activities are considered as a field of disagreement, interfering significantly in the consolidation of new spaces. Digital games are entertainment practices, reaching great popularity as a recreational source worldwide. If the games were products aimed only at children and adolescents, they currently reach an audience of diverse ages and both sexes, requiring individual's different cultural competencies, such as connectivity, the ability to search, synthesize and disseminate information. Players are free to realize and create the teaching and learning arrangements that work best for each one. Thus, there is a new historical process in a different environment, characterized by a non-physical space or a non-virtual space. In this sense, we can affirm that professional training in leisure needs to extrapolate the horizons of research, rethink the curriculum in order to professionals act with new conceptions of the subject, considering social and technological transformations, in a democratic way.Este artículo tiene como objetivo analizar la relación entre la formación y la práctica profesional en el ocio correlacionada con juegos digitales. Como metodología, el trabajo fue desarrollado por la literatura, después de levantar el análisis de materiales y textual, temática, interpretativa y el cuestionamiento. Las discusiones sobre los juegos digitales como las actividades de ocio son considerados como un campo de desacuerdo, lo que interfiere significativamente en la consolidación de nuevos espacios. Los juegos digitales son prácticas entretenimiento, logrando gran popularidad como una fuente global de recreación. Si los juegos fueron atacados productos sólo a los niños y adolescentes, en la actualidad llegar a un público de diversas edades y de ambos sexos, que requieren diferentes habilidades culturales de los individuos, como la conectividad, la capacidad de buscar, sintetizar y difundir información. Los jugadores son libres de percibir y crear mecanismos de enseñanza y de aprendizaje que funcionan mejor para cada uno. Por lo tanto, hay un nuevo proceso histórico en un entorno diferente, caracterizado por un espacio no físico o un no-lugar, el virtual. En este sentido, podemos decir que la formación profesional en el ocio necesario extrapolar los horizontes de investigación, replantear el plan de estudios para formar a actuar con las nuevas concepciones de la materia, con el fin de tener en cuenta las transformaciones sociales y tecnológicas, de manera democrática.O presente artigo tem o objetivo de analisar as relações entre a formação e atuação profissional em lazer correlacionado aos jogos digitais. Enquanto metodologia, o trabalho foi desenvolvido pela pesquisa bibliográfica, após levantamento do material e análise textual, temática, interpretativa e problematização. As discussões a respeito dos jogos digitais enquanto atividades de lazer são consideradas como um campo de discordância, interferindo de modo significativo na consolidação de novos espaços. Os jogos digitais são práticas de entretenimento, alcançando grande popularidade como fonte recreativa mundial. Se os jogos eram produtos direcionados somente a crianças e adolescentes, atualmente atingem um público de diversas idades e ambos os sexos, exigindo diferentes competências culturais dos indivíduos, tais como conectividade, a habilidade de buscar, sintetizar e disseminar informações. Os jogadores são livres para perceber e criar os arranjos de ensino e aprendizagem que funcionam melhor para cada um. Assim, há um novo processo histórico num ambiente diferente, caracterizado por um espaço não físico ou um não lugar, o virtual. Neste sentido, podemos afirmar que a formação profissional em lazer precisa extrapolar os horizontes de investigação, repensar o currículo para atuação dos profissionais com novas concepções do sujeito, de forma a considerar as transformações sociais e tecnológicas, de maneira democrática.ANPEL2017-03-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado por Paresapplication/pdfhttps://periodicos.ufmg.br/index.php/rbel/article/view/512Revista Brasileira de Estudos do Lazer; v. 3 n. 2 (2016): v. 3, n. 2, mai./ago. 2016 | Dossiê Lazer e Cinema; p.113-1282358-1239reponame:Revista Brasileira de Estudos do Lazerinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGporhttps://periodicos.ufmg.br/index.php/rbel/article/view/512/347Copyright (c) 2017 Revista Brasileira de Estudos do Lazerinfo:eu-repo/semantics/openAccessStoppa, Edmur AntonioPaula, Juliana Nobre deMoraes, Íbis Ariana Peña deBonifácio, Daniel Cardoso2019-07-25T05:14:11Zoai:periodicos.ufmg.br:article/512Revistahttps://periodicos.ufmg.br/index.php/rbelPUBhttps://periodicos.ufmg.br/index.php/rbel/oairbel.anpel@gmail.com || edilson@lcc.ufmg.br2358-12392358-1239opendoar:2019-07-25T05:14:11Revista Brasileira de Estudos do Lazer - Universidade Federal de Minas Gerais (UFMG)false |
dc.title.none.fl_str_mv |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE LÚDICO Y DIGITALES JUEGOS: PENSAR EN LA FORMACIÓN Y LA PRÁCTICA PROFESIONAL LÚDICO E JOGOS DIGITAIS: REFLEXÕES ACERCA DA FORMAÇÃO E ATUAÇÃO PROFISSIONAL |
title |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE |
spellingShingle |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE Stoppa, Edmur Antonio Actividades Recreativas Juegos Digitales Desarrollo de Personal Práctica Profesional. Atividades de Lazer Jogos Digitais Formação Profissional Prática Profissional. Leisure Activities Digital Games Staff Development Professional Practice. |
title_short |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE |
title_full |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE |
title_fullStr |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE |
title_full_unstemmed |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE |
title_sort |
PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE |
author |
Stoppa, Edmur Antonio |
author_facet |
Stoppa, Edmur Antonio Paula, Juliana Nobre de Moraes, Íbis Ariana Peña de Bonifácio, Daniel Cardoso |
author_role |
author |
author2 |
Paula, Juliana Nobre de Moraes, Íbis Ariana Peña de Bonifácio, Daniel Cardoso |
author2_role |
author author author |
dc.contributor.author.fl_str_mv |
Stoppa, Edmur Antonio Paula, Juliana Nobre de Moraes, Íbis Ariana Peña de Bonifácio, Daniel Cardoso |
dc.subject.por.fl_str_mv |
Actividades Recreativas Juegos Digitales Desarrollo de Personal Práctica Profesional. Atividades de Lazer Jogos Digitais Formação Profissional Prática Profissional. Leisure Activities Digital Games Staff Development Professional Practice. |
topic |
Actividades Recreativas Juegos Digitales Desarrollo de Personal Práctica Profesional. Atividades de Lazer Jogos Digitais Formação Profissional Prática Profissional. Leisure Activities Digital Games Staff Development Professional Practice. |
description |
This article aims to analyze the relationship between training and professional performance in leisure related to digital games. As a methodology, the work was developed by bibliographical research, after surveying the material and textual analysis, thematic, interpretative and problematization. The discussions about digital games as leisure activities are considered as a field of disagreement, interfering significantly in the consolidation of new spaces. Digital games are entertainment practices, reaching great popularity as a recreational source worldwide. If the games were products aimed only at children and adolescents, they currently reach an audience of diverse ages and both sexes, requiring individual's different cultural competencies, such as connectivity, the ability to search, synthesize and disseminate information. Players are free to realize and create the teaching and learning arrangements that work best for each one. Thus, there is a new historical process in a different environment, characterized by a non-physical space or a non-virtual space. In this sense, we can affirm that professional training in leisure needs to extrapolate the horizons of research, rethink the curriculum in order to professionals act with new conceptions of the subject, considering social and technological transformations, in a democratic way. |
publishDate |
2017 |
dc.date.none.fl_str_mv |
2017-03-04 |
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/512 |
url |
https://periodicos.ufmg.br/index.php/rbel/article/view/512 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.ufmg.br/index.php/rbel/article/view/512/347 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2017 Revista Brasileira de Estudos do Lazer info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2017 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. 3 n. 2 (2016): v. 3, n. 2, mai./ago. 2016 | Dossiê Lazer e Cinema; p.113-128 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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1798316368066510848 |