GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”

Detalhes bibliográficos
Autor(a) principal: Jensen, Larissa
Data de Publicação: 2019
Outros Autores: Reis, Fabiana Della Giustina dos, Lourenço, Nathalia Lutt, Capraro, André Mendes
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Corpoconsciência (Online)
Texto Completo: https://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/article/view/7898
Resumo: The gaming industry is a third largest in the world in financial movement. Understanding these games as leisure practices and still like formal competitive games, the present study aimed at conducting an investigation into the approach between a common leisure practice among young people, online multiplayer games, and their possibilities of creating Social links and generate emotions. Thus, it is a gift, analytically, that is, the virtual game world of the game World of Warcraft (WoW) is inserted. In order to allow the differentiation between the sets of recordings, the synthesizing functions and the forms of expression are turned to the conventional sports spaces.
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spelling GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”LOS GAMES COMO REPRESENTACIÓN DE COMPETICIÓN Y SOCIALIZACIÓN: UN ANÁLISIS BALIZADO EN “WORLD OF WARCRAFT”OS GAMES COMO REPRESENTAÇÃO DE COMPETIÇÃO E SOCIALIZAÇÃO: UMA ANÁLISE BALIZADA EM “WORLD OF WARCRAFT”Online GamesWorld of WarcraftExcitementEmotionJuegos en LíneaWorld of WarcraftExcitaciónLas EmocionesJogos OnlineWorld of WarcraftExcitaçãoEmoçõesThe gaming industry is a third largest in the world in financial movement. Understanding these games as leisure practices and still like formal competitive games, the present study aimed at conducting an investigation into the approach between a common leisure practice among young people, online multiplayer games, and their possibilities of creating Social links and generate emotions. Thus, it is a gift, analytically, that is, the virtual game world of the game World of Warcraft (WoW) is inserted. In order to allow the differentiation between the sets of recordings, the synthesizing functions and the forms of expression are turned to the conventional sports spaces.La industria de los juegos es una tercera más grande del mundo en movimiento financiero. Entendiendo estos juegos como prácticas de ocio y aún como los juegos competitivos formales, el presente estudio tuvo como objetivo la realización de una investigación sobre el enfoque entre una práctica de ocio común entre los jóvenes, los juegos online de múltiples jugadores, y sus posibilidades de crear vínculos sociales y generar emociones. Así, es un regalo, de forma analítica, es decir, el juego virtual del mundo del juego World of Warcraft (WoW) está insertado. A fin de permitir la diferenciación entre las series de grabaciones, las funciones de sintetización y las formas de expresión se vuelven hacia los espacios deportivos convencionales.A indústria dos games é a terceira maior do mundo em movimentação financeira. Entendendo estes games como práticas de lazer e ainda como derivados dos jogos competitivos formais, o presente estudo objetivou realizar uma investigação sobre a aproximação entre uma prática de lazer comum entre os jovens, os jogos online de múltiplos jogadores, e as suas possibilidades de criar vínculos sociais e gerar emoções. Assim, a intenção é apresentar, de forma analítica, o ambiente virtual no qual o jogador do game World of Warcraft (WoW) está inserido. Logo, a partir dos resultados obtidos, nota-se que a necessidade de exposição a determinadas situações pode permitir que os jogadores sintam diferentes tipos de emoções, inclusive semelhantes àquelas ocorridas nos espaços de práticas corporais convencionais.Faculdade de Educação Física da Universidade Federal de Mato Grosso2019-04-03info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/article/view/7898Corpoconsciência; Revista Corpoconsciência, v. 23, nº1, jan./abr., 2019; 37-472178-5945reponame:Revista Corpoconsciência (Online)instname:Universidade Federal de Mato Grosso (UFMT)instacron:UFMSporhttps://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/article/view/7898/5416Copyright (c) 2019 Corpoconsciênciainfo:eu-repo/semantics/openAccessJensen, LarissaReis, Fabiana Della Giustina dosLourenço, Nathalia LuttCapraro, André Mendes2019-04-03T21:59:37Zoai:periodicoscientificos.ufmt.br:article/7898Revistahttps://periodicoscientificos.ufmt.br/ojs/index.php/corpoconscienciaPUBhttps://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/oai||ecmmoreira@uol.com.br2178-59451517-6096opendoar:2019-04-03T21:59:37Revista Corpoconsciência (Online) - Universidade Federal de Mato Grosso (UFMT)false
dc.title.none.fl_str_mv GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
LOS GAMES COMO REPRESENTACIÓN DE COMPETICIÓN Y SOCIALIZACIÓN: UN ANÁLISIS BALIZADO EN “WORLD OF WARCRAFT”
OS GAMES COMO REPRESENTAÇÃO DE COMPETIÇÃO E SOCIALIZAÇÃO: UMA ANÁLISE BALIZADA EM “WORLD OF WARCRAFT”
title GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
spellingShingle GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
Jensen, Larissa
Online Games
World of Warcraft
Excitement
Emotion
Juegos en Línea
World of Warcraft
Excitación
Las Emociones
Jogos Online
World of Warcraft
Excitação
Emoções
title_short GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
title_full GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
title_fullStr GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
title_full_unstemmed GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
title_sort GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
author Jensen, Larissa
author_facet Jensen, Larissa
Reis, Fabiana Della Giustina dos
Lourenço, Nathalia Lutt
Capraro, André Mendes
author_role author
author2 Reis, Fabiana Della Giustina dos
Lourenço, Nathalia Lutt
Capraro, André Mendes
author2_role author
author
author
dc.contributor.author.fl_str_mv Jensen, Larissa
Reis, Fabiana Della Giustina dos
Lourenço, Nathalia Lutt
Capraro, André Mendes
dc.subject.por.fl_str_mv Online Games
World of Warcraft
Excitement
Emotion
Juegos en Línea
World of Warcraft
Excitación
Las Emociones
Jogos Online
World of Warcraft
Excitação
Emoções
topic Online Games
World of Warcraft
Excitement
Emotion
Juegos en Línea
World of Warcraft
Excitación
Las Emociones
Jogos Online
World of Warcraft
Excitação
Emoções
description The gaming industry is a third largest in the world in financial movement. Understanding these games as leisure practices and still like formal competitive games, the present study aimed at conducting an investigation into the approach between a common leisure practice among young people, online multiplayer games, and their possibilities of creating Social links and generate emotions. Thus, it is a gift, analytically, that is, the virtual game world of the game World of Warcraft (WoW) is inserted. In order to allow the differentiation between the sets of recordings, the synthesizing functions and the forms of expression are turned to the conventional sports spaces.
publishDate 2019
dc.date.none.fl_str_mv 2019-04-03
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/article/view/7898
url https://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/article/view/7898
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicoscientificos.ufmt.br/ojs/index.php/corpoconsciencia/article/view/7898/5416
dc.rights.driver.fl_str_mv Copyright (c) 2019 Corpoconsciência
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2019 Corpoconsciência
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Faculdade de Educação Física da Universidade Federal de Mato Grosso
publisher.none.fl_str_mv Faculdade de Educação Física da Universidade Federal de Mato Grosso
dc.source.none.fl_str_mv Corpoconsciência; Revista Corpoconsciência, v. 23, nº1, jan./abr., 2019; 37-47
2178-5945
reponame:Revista Corpoconsciência (Online)
instname:Universidade Federal de Mato Grosso (UFMT)
instacron:UFMS
instname_str Universidade Federal de Mato Grosso (UFMT)
instacron_str UFMS
institution UFMS
reponame_str Revista Corpoconsciência (Online)
collection Revista Corpoconsciência (Online)
repository.name.fl_str_mv Revista Corpoconsciência (Online) - Universidade Federal de Mato Grosso (UFMT)
repository.mail.fl_str_mv ||ecmmoreira@uol.com.br
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