Identidades e poderes no World of Warcraft

Detalhes bibliográficos
Autor(a) principal: Bezerra, Flávio Soares
Data de Publicação: 2016
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFS
Texto Completo: https://ri.ufs.br/handle/riufs/5690
Resumo: Factors like globalization have unleashed changes in the human being way of life, bringing new practices into the quotidian (BAUMAN, 2001; LÉVY, 1996). In this work, it is relevant to focus in one of these present day practices; the act of play (electronic games). Disseminated mainly because of its function as an entertainment product and socially recognized as such, the electronic games pass through a filter which depreciates activities that are inherent to its process and need in today‟s classroom practice, as agreed in the OCEM (BRASIL, 2006). When acknowledged beyond entertainment, electronic games compose a cultural artifact and stir one of the world‟s greatest industries, besides being even more constant in the academy. Studies related to electronic games are being developed in several areas, rendering the practice of play problematic and demystifying it as a good or bad practice in its totality. In this context, this research aims at analyze questions of identity and power in the electronic game World of Warcraft from Blizzard Entertainment (2004-2016). For this purpose, besides a bibliographical study, the researcher‟s participation is employed in an ethnographical investigation as well as an interview with players from Brazilian realms. Therefore, the “moveable feast” taken as the late-modernity man‟s identity is discussed (HALL, 2011), the proposition of the identity construction as a process observed in real, virtual and projective instances is also taken into account (GEE, 2003). The relations of power scattered in the virtual space are brought into the light of Foucault‟s argumentation (2003; 2004) considering to what extent and in what manner the mechanisms of power act in the game and how they can be understood.
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spelling Bezerra, Flávio SoaresZacchi, Vanderlei Joséhttp://lattes.cnpq.br/18514229673010382017-09-27T13:39:30Z2017-09-27T13:39:30Z2016-02-22Bezerra, Flávio Soares. Identidades e poderes no World of Warcraft. 2016. 144 f. Dissertação (Pós-Graduação em Letras) - Universidade Federal de Sergipe, São Cristóvão, 2016.https://ri.ufs.br/handle/riufs/5690Factors like globalization have unleashed changes in the human being way of life, bringing new practices into the quotidian (BAUMAN, 2001; LÉVY, 1996). In this work, it is relevant to focus in one of these present day practices; the act of play (electronic games). Disseminated mainly because of its function as an entertainment product and socially recognized as such, the electronic games pass through a filter which depreciates activities that are inherent to its process and need in today‟s classroom practice, as agreed in the OCEM (BRASIL, 2006). When acknowledged beyond entertainment, electronic games compose a cultural artifact and stir one of the world‟s greatest industries, besides being even more constant in the academy. Studies related to electronic games are being developed in several areas, rendering the practice of play problematic and demystifying it as a good or bad practice in its totality. In this context, this research aims at analyze questions of identity and power in the electronic game World of Warcraft from Blizzard Entertainment (2004-2016). For this purpose, besides a bibliographical study, the researcher‟s participation is employed in an ethnographical investigation as well as an interview with players from Brazilian realms. Therefore, the “moveable feast” taken as the late-modernity man‟s identity is discussed (HALL, 2011), the proposition of the identity construction as a process observed in real, virtual and projective instances is also taken into account (GEE, 2003). The relations of power scattered in the virtual space are brought into the light of Foucault‟s argumentation (2003; 2004) considering to what extent and in what manner the mechanisms of power act in the game and how they can be understood.Fatores como a globalização têm desencadeado mudanças no modo de vida do ser humano, trazendo novas práticas ao cotidiano (BAUMAN, 2001; LÉVY, 1996). Neste trabalho, faz-se relevante o foco em uma dessas práticas atuais: o jogar (jogos eletrônicos). Disseminados principalmente devido a sua função como entretenimento e socialmente reconhecidos como tal, os jogos eletrônicos passam por um filtro que desmerece atividades inerentes ao seu processo e que são necessárias na sala de aula de hoje, de acordo com as OCEM (BRASIL, 2006). Visto além do entretenimento, os jogos eletrônicos compõem um artefato cultural e movimentam um dos maiores mercados mundiais, além de estarem cada vez mais presentes na academia. Estudos em relação aos jogos eletrônicos, desenvolvidos em diversas áreas, problematizam e desmistificam a prática de jogar como sendo totalmente benéfica ou maléfica. Nesse contexto, esta pesquisa tem como objetivo analisar questões sobre identidade e poder no jogo World of Warcraft, produzido pela Blizzard Entertainment (2004-2016). Para tanto, além do estudo bibliográfico, emprega-se a participação do pesquisador em investigação etnográfica e entrevista junto a jogadores dos reinos brasileiros. Assim, discute-se a “celebração móvel” que é a identidade do sujeito pós-moderno (HALL, 2011), tomando também como orientação a proposta de que o processo de construção de identidade pode ser observado no âmbito do real, do virtual e daquilo que é projetado no jogo (GEE, 2003). Observam-se também as relações de poder que são difundidas neste espaço virtual à luz das argumentações de Foucault (2003; 2004), considerando até que ponto e de que maneira os mecanismos de poder atuam no jogo e como estes podem ser entendidos.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfporUniversidade Federal de SergipePós-Graduação em LetrasUFSBrasilLingüísticaJogos eletrônicosIdentidadePoderWorld of WarcraftElectronic gamesIdentityPowerLINGUISTICA, LETRAS E ARTES::LETRASIdentidades e poderes no World of Warcraftinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSORIGINALFLAVIO_SOARES_BEZERRA.pdfapplication/pdf2619201https://ri.ufs.br/jspui/bitstream/riufs/5690/1/FLAVIO_SOARES_BEZERRA.pdf7c2ef43720ee2e755d638411cda5ed0dMD51TEXTFLAVIO_SOARES_BEZERRA.pdf.txtFLAVIO_SOARES_BEZERRA.pdf.txtExtracted texttext/plain336927https://ri.ufs.br/jspui/bitstream/riufs/5690/2/FLAVIO_SOARES_BEZERRA.pdf.txt326da473b3a4ae8e0f14cd3554fccb75MD52THUMBNAILFLAVIO_SOARES_BEZERRA.pdf.jpgFLAVIO_SOARES_BEZERRA.pdf.jpgGenerated Thumbnailimage/jpeg1248https://ri.ufs.br/jspui/bitstream/riufs/5690/3/FLAVIO_SOARES_BEZERRA.pdf.jpg3c044f1cce01d459402f90058ce0c826MD53riufs/56902018-01-15 19:48:21.068oai:ufs.br:riufs/5690Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2018-01-15T22:48:21Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.por.fl_str_mv Identidades e poderes no World of Warcraft
title Identidades e poderes no World of Warcraft
spellingShingle Identidades e poderes no World of Warcraft
Bezerra, Flávio Soares
Lingüística
Jogos eletrônicos
Identidade
Poder
World of Warcraft
Electronic games
Identity
Power
LINGUISTICA, LETRAS E ARTES::LETRAS
title_short Identidades e poderes no World of Warcraft
title_full Identidades e poderes no World of Warcraft
title_fullStr Identidades e poderes no World of Warcraft
title_full_unstemmed Identidades e poderes no World of Warcraft
title_sort Identidades e poderes no World of Warcraft
author Bezerra, Flávio Soares
author_facet Bezerra, Flávio Soares
author_role author
dc.contributor.author.fl_str_mv Bezerra, Flávio Soares
dc.contributor.advisor1.fl_str_mv Zacchi, Vanderlei José
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/1851422967301038
contributor_str_mv Zacchi, Vanderlei José
dc.subject.por.fl_str_mv Lingüística
Jogos eletrônicos
Identidade
Poder
World of Warcraft
topic Lingüística
Jogos eletrônicos
Identidade
Poder
World of Warcraft
Electronic games
Identity
Power
LINGUISTICA, LETRAS E ARTES::LETRAS
dc.subject.eng.fl_str_mv Electronic games
Identity
Power
dc.subject.cnpq.fl_str_mv LINGUISTICA, LETRAS E ARTES::LETRAS
description Factors like globalization have unleashed changes in the human being way of life, bringing new practices into the quotidian (BAUMAN, 2001; LÉVY, 1996). In this work, it is relevant to focus in one of these present day practices; the act of play (electronic games). Disseminated mainly because of its function as an entertainment product and socially recognized as such, the electronic games pass through a filter which depreciates activities that are inherent to its process and need in today‟s classroom practice, as agreed in the OCEM (BRASIL, 2006). When acknowledged beyond entertainment, electronic games compose a cultural artifact and stir one of the world‟s greatest industries, besides being even more constant in the academy. Studies related to electronic games are being developed in several areas, rendering the practice of play problematic and demystifying it as a good or bad practice in its totality. In this context, this research aims at analyze questions of identity and power in the electronic game World of Warcraft from Blizzard Entertainment (2004-2016). For this purpose, besides a bibliographical study, the researcher‟s participation is employed in an ethnographical investigation as well as an interview with players from Brazilian realms. Therefore, the “moveable feast” taken as the late-modernity man‟s identity is discussed (HALL, 2011), the proposition of the identity construction as a process observed in real, virtual and projective instances is also taken into account (GEE, 2003). The relations of power scattered in the virtual space are brought into the light of Foucault‟s argumentation (2003; 2004) considering to what extent and in what manner the mechanisms of power act in the game and how they can be understood.
publishDate 2016
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