A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura

Detalhes bibliográficos
Autor(a) principal: Sousa, Juliana Pereira de
Data de Publicação: 2014
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações do UTP
Texto Completo: http://tede.utp.br:8080/jspui/handle/tede/1496
Resumo: This research investigates the ways in which games are constituted as promoters of interactional mediation schemes of communication, sharing and production of meaning in the context of cyberculture. Identifies the potential of technological features of these digital environments, practices triggered by its use in contemporary society and proposals considered deflagrate aesthetic-cognitive experiences, beyond the field of entertainment and leisure, which we call the crossings. Guided by the problem posed in this scenario - "how (s) may mediate the games interactional regimes communication and production of meaning?" - Part of the research hypotheses that digital environments can be legitimized as a favoring practical experiences instituted by a rhetoric own aesthetic (and technological) qualities; and the possibility of displacement of these digital environments for other fields, such as ways to intuit sensitive cognitive-perception of individuals instituting regimes of interaction, in the act of communication events in different orders. Theorists clippings bounding rely on theories of media (like the aesthetics of communication) and in interdisciplinary studies of cyberculture, which also comprises the philosophy, through a rereading of authors said "classics" as Marshall McLuhan, Michael Foucault, Pierre Lévy, Immanuel Kant; contemporary authors like Lev Manovich, Ken Hillis, Henry Jenkins; sociodiscursive semiotics and of experience of Algirdas Greimas, Eric Landoswki, Jean-Marie Floch; among others. Brings, as empirical cut for in-depth research, beyond the realm of games, the game Minecraft (Mojanga AB), through ethnographic methodology and participant observation in the context of the game.
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spelling Caetano, KatiLemos, AnuschkaFischer, Sandrahttp://lattes.cnpq.br/4554640373009725Sousa, Juliana Pereira de2018-08-01T16:48:13Z2014-12-15Sousa, Juliana Pereira de. A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura. 2014. 237 f. Tese( Doutorado em Comunicação e Linguagens) - Universidade Tuiuti do Paraná, Curitiba, 2014.http://tede.utp.br:8080/jspui/handle/tede/1496This research investigates the ways in which games are constituted as promoters of interactional mediation schemes of communication, sharing and production of meaning in the context of cyberculture. Identifies the potential of technological features of these digital environments, practices triggered by its use in contemporary society and proposals considered deflagrate aesthetic-cognitive experiences, beyond the field of entertainment and leisure, which we call the crossings. Guided by the problem posed in this scenario - "how (s) may mediate the games interactional regimes communication and production of meaning?" - Part of the research hypotheses that digital environments can be legitimized as a favoring practical experiences instituted by a rhetoric own aesthetic (and technological) qualities; and the possibility of displacement of these digital environments for other fields, such as ways to intuit sensitive cognitive-perception of individuals instituting regimes of interaction, in the act of communication events in different orders. Theorists clippings bounding rely on theories of media (like the aesthetics of communication) and in interdisciplinary studies of cyberculture, which also comprises the philosophy, through a rereading of authors said "classics" as Marshall McLuhan, Michael Foucault, Pierre Lévy, Immanuel Kant; contemporary authors like Lev Manovich, Ken Hillis, Henry Jenkins; sociodiscursive semiotics and of experience of Algirdas Greimas, Eric Landoswki, Jean-Marie Floch; among others. Brings, as empirical cut for in-depth research, beyond the realm of games, the game Minecraft (Mojanga AB), through ethnographic methodology and participant observation in the context of the game.Esta pesquisa investiga os modos como os games se constituem como mediações promotoras de regimes interacionais de comunicação, partilha e produção de sentido no contexto da cibercultura. Identifica, nas potencialidades dos recursos tecnológicos desses ambientes digitais, as práticas desencadeadas pelo seu uso na sociedade contemporânea e propostas consideradas deflagradoras de experiências estético-cognitivas, para além do campo do entretenimento e do lazer, que denominamos de travessias. Norteada pelo problema constituído diante desse cenário - “de que modo(s) os games podem mediar regimes interacionais de comunicação e de produção de sentido?” - a investigação parte das hipóteses de que os ambientes digitais podem ser legitimados como uma prática favorecedora de experiências instituídas por uma retórica com qualidades estéticas (e tecnológicas) próprias; e da possibilidade de deslocamento desses ambientes digitais para outros campos, como formas de intuir a percepção sensível-cognitiva dos sujeitos instaurando regimes de interação, no ato do acontecimento comunicacional, de diferentes ordens. Os recortes teóricos que a delimitam apoiam-se nas teorias da comunicação social (como a estética da comunicação) e nos estudos interdisciplinares da cibercultura, que compreende também a filosofia, através de uma releitura de autores ditos “clássicos”, como Marshall McLuhan, Michael Foucault, Pierre Lévy, Immanuel Kant; autores contemporâneos como Lev Manovich, Ken Hillis, Henry Jenkins; na semiótica sociodiscursiva e da experiência de Algirdas Greimas, Eric Landoswki, Jean-Marie Floch; entre outros. Traz, como recorte empírico para investigação em profundidade, além do universo dos games, o game Minecraft (Mojanga AB), através da metodologia etnográfica e da observação participativa no contexto do jogo.Submitted by Divanete Paiva (divanete.paiva@utp.br) on 2018-08-01T16:48:13Z No. of bitstreams: 1 A TRAVESSIA DO.pdf: 7474173 bytes, checksum: 388578c87063e16b24ac35abce48f03b (MD5)Made available in DSpace on 2018-08-01T16:48:13Z (GMT). No. of bitstreams: 1 A TRAVESSIA DO.pdf: 7474173 bytes, checksum: 388578c87063e16b24ac35abce48f03b (MD5) Previous issue date: 2014-12-15application/pdfporUniversidade Tuiuti do ParanaDoutorado em Comunicação e LinguagensUTPBrasilComunicação e LinguagensComunicaçãoCiberculturaGamesRegimes de interaçãoCommunicationCybercultureSystems of interactionMinecraftCIENCIAS SOCIAIS APLICADAS::COMUNICACAOA travessia do lúdico: modos de presença e regimes de interação dos games na ciberculturainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis6120235735354939959500500600-6072174809281298930-4056021055502874573info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações do UTPinstname:Universidade Tuiuti do Paranáinstacron:UTPLICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://localhost:8080/tede/bitstream/tede/1496/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51ORIGINALA TRAVESSIA DO.pdfA TRAVESSIA DO.pdfapplication/pdf7474173http://localhost:8080/tede/bitstream/tede/1496/2/A+TRAVESSIA+DO.pdf388578c87063e16b24ac35abce48f03bMD52tede/1496oai:localhost:tede/14962018-08-01 13:48:13.944TEDEtede@utp.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
dc.title.por.fl_str_mv A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
title A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
spellingShingle A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
Sousa, Juliana Pereira de
Comunicação
Cibercultura
Games
Regimes de interação
Communication
Cyberculture
Systems of interaction
Minecraft
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
title_full A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
title_fullStr A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
title_full_unstemmed A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
title_sort A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura
author Sousa, Juliana Pereira de
author_facet Sousa, Juliana Pereira de
author_role author
dc.contributor.advisor1.fl_str_mv Caetano, Kati
dc.contributor.referee1.fl_str_mv Lemos, Anuschka
dc.contributor.referee2.fl_str_mv Fischer, Sandra
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/4554640373009725
dc.contributor.author.fl_str_mv Sousa, Juliana Pereira de
contributor_str_mv Caetano, Kati
Lemos, Anuschka
Fischer, Sandra
dc.subject.por.fl_str_mv Comunicação
Cibercultura
Games
Regimes de interação
topic Comunicação
Cibercultura
Games
Regimes de interação
Communication
Cyberculture
Systems of interaction
Minecraft
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Communication
Cyberculture
Systems of interaction
Minecraft
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.description.abstract.eng.fl_txt_mv This research investigates the ways in which games are constituted as promoters of interactional mediation schemes of communication, sharing and production of meaning in the context of cyberculture. Identifies the potential of technological features of these digital environments, practices triggered by its use in contemporary society and proposals considered deflagrate aesthetic-cognitive experiences, beyond the field of entertainment and leisure, which we call the crossings. Guided by the problem posed in this scenario - "how (s) may mediate the games interactional regimes communication and production of meaning?" - Part of the research hypotheses that digital environments can be legitimized as a favoring practical experiences instituted by a rhetoric own aesthetic (and technological) qualities; and the possibility of displacement of these digital environments for other fields, such as ways to intuit sensitive cognitive-perception of individuals instituting regimes of interaction, in the act of communication events in different orders. Theorists clippings bounding rely on theories of media (like the aesthetics of communication) and in interdisciplinary studies of cyberculture, which also comprises the philosophy, through a rereading of authors said "classics" as Marshall McLuhan, Michael Foucault, Pierre Lévy, Immanuel Kant; contemporary authors like Lev Manovich, Ken Hillis, Henry Jenkins; sociodiscursive semiotics and of experience of Algirdas Greimas, Eric Landoswki, Jean-Marie Floch; among others. Brings, as empirical cut for in-depth research, beyond the realm of games, the game Minecraft (Mojanga AB), through ethnographic methodology and participant observation in the context of the game.
dc.description.abstract.por.fl_txt_mv Esta pesquisa investiga os modos como os games se constituem como mediações promotoras de regimes interacionais de comunicação, partilha e produção de sentido no contexto da cibercultura. Identifica, nas potencialidades dos recursos tecnológicos desses ambientes digitais, as práticas desencadeadas pelo seu uso na sociedade contemporânea e propostas consideradas deflagradoras de experiências estético-cognitivas, para além do campo do entretenimento e do lazer, que denominamos de travessias. Norteada pelo problema constituído diante desse cenário - “de que modo(s) os games podem mediar regimes interacionais de comunicação e de produção de sentido?” - a investigação parte das hipóteses de que os ambientes digitais podem ser legitimados como uma prática favorecedora de experiências instituídas por uma retórica com qualidades estéticas (e tecnológicas) próprias; e da possibilidade de deslocamento desses ambientes digitais para outros campos, como formas de intuir a percepção sensível-cognitiva dos sujeitos instaurando regimes de interação, no ato do acontecimento comunicacional, de diferentes ordens. Os recortes teóricos que a delimitam apoiam-se nas teorias da comunicação social (como a estética da comunicação) e nos estudos interdisciplinares da cibercultura, que compreende também a filosofia, através de uma releitura de autores ditos “clássicos”, como Marshall McLuhan, Michael Foucault, Pierre Lévy, Immanuel Kant; autores contemporâneos como Lev Manovich, Ken Hillis, Henry Jenkins; na semiótica sociodiscursiva e da experiência de Algirdas Greimas, Eric Landoswki, Jean-Marie Floch; entre outros. Traz, como recorte empírico para investigação em profundidade, além do universo dos games, o game Minecraft (Mojanga AB), através da metodologia etnográfica e da observação participativa no contexto do jogo.
description This research investigates the ways in which games are constituted as promoters of interactional mediation schemes of communication, sharing and production of meaning in the context of cyberculture. Identifies the potential of technological features of these digital environments, practices triggered by its use in contemporary society and proposals considered deflagrate aesthetic-cognitive experiences, beyond the field of entertainment and leisure, which we call the crossings. Guided by the problem posed in this scenario - "how (s) may mediate the games interactional regimes communication and production of meaning?" - Part of the research hypotheses that digital environments can be legitimized as a favoring practical experiences instituted by a rhetoric own aesthetic (and technological) qualities; and the possibility of displacement of these digital environments for other fields, such as ways to intuit sensitive cognitive-perception of individuals instituting regimes of interaction, in the act of communication events in different orders. Theorists clippings bounding rely on theories of media (like the aesthetics of communication) and in interdisciplinary studies of cyberculture, which also comprises the philosophy, through a rereading of authors said "classics" as Marshall McLuhan, Michael Foucault, Pierre Lévy, Immanuel Kant; contemporary authors like Lev Manovich, Ken Hillis, Henry Jenkins; sociodiscursive semiotics and of experience of Algirdas Greimas, Eric Landoswki, Jean-Marie Floch; among others. Brings, as empirical cut for in-depth research, beyond the realm of games, the game Minecraft (Mojanga AB), through ethnographic methodology and participant observation in the context of the game.
publishDate 2014
dc.date.issued.fl_str_mv 2014-12-15
dc.date.accessioned.fl_str_mv 2018-08-01T16:48:13Z
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dc.identifier.citation.fl_str_mv Sousa, Juliana Pereira de. A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura. 2014. 237 f. Tese( Doutorado em Comunicação e Linguagens) - Universidade Tuiuti do Paraná, Curitiba, 2014.
dc.identifier.uri.fl_str_mv http://tede.utp.br:8080/jspui/handle/tede/1496
identifier_str_mv Sousa, Juliana Pereira de. A travessia do lúdico: modos de presença e regimes de interação dos games na cibercultura. 2014. 237 f. Tese( Doutorado em Comunicação e Linguagens) - Universidade Tuiuti do Paraná, Curitiba, 2014.
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dc.publisher.initials.fl_str_mv UTP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Comunicação e Linguagens
publisher.none.fl_str_mv Universidade Tuiuti do Parana
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