Best-seller e games: initiation of the young in literary universe

Detalhes bibliográficos
Autor(a) principal: Ponciano, Jéssica Kurak
Data de Publicação: 2014
Outros Autores: Ribeiro, Arilda Ines Miranda
Tipo de documento: Artigo
Idioma: por
Título da fonte: Texto digital
Texto Completo: https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p102
Resumo: It is easily verifiable lack of interest in literature sketched by young high school students. Are also constant complaints from teachers in relation to the cultural liking of the students as well as their distance from the literary universe. Contrary to this fact, teenage interest in the virtual world of games grows considerably, as well as products that originate from their famous franchises such as best-sellers. The following article aims to reflect on the applicability of the games and Best-Sellers as the young insertion tool in the literature. Will be briefly discussed the concept and history of the emergence of Literature Mass, as well as differences between literature belonging to the canon and the best-seller. We’ll tackle the issues of educating readers by means of the narrative of Digital Games. And then will be proposed reflection on the applicability of the readings and mass of digital games in the classroom, to increase the adhesion of young people to read. 
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spelling Best-seller e games: initiation of the young in literary universeBest-seller e games: a iniciação do jovem no universo literárioIt is easily verifiable lack of interest in literature sketched by young high school students. Are also constant complaints from teachers in relation to the cultural liking of the students as well as their distance from the literary universe. Contrary to this fact, teenage interest in the virtual world of games grows considerably, as well as products that originate from their famous franchises such as best-sellers. The following article aims to reflect on the applicability of the games and Best-Sellers as the young insertion tool in the literature. Will be briefly discussed the concept and history of the emergence of Literature Mass, as well as differences between literature belonging to the canon and the best-seller. We’ll tackle the issues of educating readers by means of the narrative of Digital Games. And then will be proposed reflection on the applicability of the readings and mass of digital games in the classroom, to increase the adhesion of young people to read. É facilmente constatável a falta de interesse pela literatura esboçada pelos jovens do Ensino Médio. Também são constantes as queixas dos professores com relação ao gosto cultural dos alunos bem como seu afastamento do universo literário. Ao contrário dessa realidade, o interesse dos adolescentes pelo universo virtual dos games cresce consideravelmente, bem como os produtos que originam-se de suas famosas franquias, como os Best-sellers. O artigo a seguir tem como objetivo refletir sobre a aplicabilidade dos games e dos Best-Sellers como ferramenta de inserção do jovem na literatura. Será abordada brevemente a conceituação e história do surgimento da Literatura de Massa, bem como as diferenças entre a literatura pertencente ao cânone e o Best-Seller. Trataremos das questões de formação de leitores por meio da narratividade dos Jogos Digitais. Em seguida será proposta uma reflexão sobre a aplicabilidade das leituras de massa e dos jogos digitais nas salas de aula, visando aumentar a adesão dos jovens à leitura.Center for Research in Computing, Literature, and Linguistics (NuPILL)2014-07-28info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p10210.5007/1807-9288.2014v10n1p102Texto Digital; Vol. 10 No. 1 (2014); 102-115Texto Digital; Vol. 10 No 1 (2014); 102-115Texto Digital; v. 10 n. 1 (2014); 102-1151807-9288reponame:Texto digitalinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p102/27424Copyright (c) 2014 Jéssica Kurak Ponciano, Arilda Ines Miranda Ribeiroinfo:eu-repo/semantics/openAccessPonciano, Jéssica KurakRibeiro, Arilda Ines Miranda2018-03-26T12:41:05Zoai:periodicos.ufsc.br:article/33832Revistahttp://www.periodicos.ufsc.br/index.php/textodigitalPUBhttps://periodicos.ufsc.br/index.php/textodigital/oaitextodigital@cce.ufsc.br1807-92881807-9288opendoar:2018-03-26T12:41:05Texto digital - Universidade Federal de Santa Catarina (UFSC)false
dc.title.none.fl_str_mv Best-seller e games: initiation of the young in literary universe
Best-seller e games: a iniciação do jovem no universo literário
title Best-seller e games: initiation of the young in literary universe
spellingShingle Best-seller e games: initiation of the young in literary universe
Ponciano, Jéssica Kurak
title_short Best-seller e games: initiation of the young in literary universe
title_full Best-seller e games: initiation of the young in literary universe
title_fullStr Best-seller e games: initiation of the young in literary universe
title_full_unstemmed Best-seller e games: initiation of the young in literary universe
title_sort Best-seller e games: initiation of the young in literary universe
author Ponciano, Jéssica Kurak
author_facet Ponciano, Jéssica Kurak
Ribeiro, Arilda Ines Miranda
author_role author
author2 Ribeiro, Arilda Ines Miranda
author2_role author
dc.contributor.author.fl_str_mv Ponciano, Jéssica Kurak
Ribeiro, Arilda Ines Miranda
description It is easily verifiable lack of interest in literature sketched by young high school students. Are also constant complaints from teachers in relation to the cultural liking of the students as well as their distance from the literary universe. Contrary to this fact, teenage interest in the virtual world of games grows considerably, as well as products that originate from their famous franchises such as best-sellers. The following article aims to reflect on the applicability of the games and Best-Sellers as the young insertion tool in the literature. Will be briefly discussed the concept and history of the emergence of Literature Mass, as well as differences between literature belonging to the canon and the best-seller. We’ll tackle the issues of educating readers by means of the narrative of Digital Games. And then will be proposed reflection on the applicability of the readings and mass of digital games in the classroom, to increase the adhesion of young people to read. 
publishDate 2014
dc.date.none.fl_str_mv 2014-07-28
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p102
10.5007/1807-9288.2014v10n1p102
url https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p102
identifier_str_mv 10.5007/1807-9288.2014v10n1p102
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p102/27424
dc.rights.driver.fl_str_mv Copyright (c) 2014 Jéssica Kurak Ponciano, Arilda Ines Miranda Ribeiro
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2014 Jéssica Kurak Ponciano, Arilda Ines Miranda Ribeiro
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Center for Research in Computing, Literature, and Linguistics (NuPILL)
publisher.none.fl_str_mv Center for Research in Computing, Literature, and Linguistics (NuPILL)
dc.source.none.fl_str_mv Texto Digital; Vol. 10 No. 1 (2014); 102-115
Texto Digital; Vol. 10 No 1 (2014); 102-115
Texto Digital; v. 10 n. 1 (2014); 102-115
1807-9288
reponame:Texto digital
instname:Universidade Federal de Santa Catarina (UFSC)
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instname_str Universidade Federal de Santa Catarina (UFSC)
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reponame_str Texto digital
collection Texto digital
repository.name.fl_str_mv Texto digital - Universidade Federal de Santa Catarina (UFSC)
repository.mail.fl_str_mv textodigital@cce.ufsc.br
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