GAMES AS A REPRESENTATION OF COMPETITION AND SOCIALIZATION: AN ANALYSIS BASED ON “WORLD OF WARCRAFT”
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | , , |
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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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 |
_version_ |
1798325460043563008 |