Acessibilidade / Reportar erro

Electronic games: corporality, violence and compulsivity

Abstract

The purpose of this article is to identify the representations of young people who play video games about how they see themselves and to determine how they conceive such practices. The interview was applied to 12 (twelve) young people chosen by convenience, aged between thirteen and twenty-one years, who play electronic games at least five times a day spending between one and five hours doing so. It was found that the senses of corporeality, of violence and compulsion, which appeared as research results can only be thought of in the context of the player's imaginary construction and in this sense, such an understanding signals to many issues from a pedagogical point of view.

KEYWORDS
Electronic games; Corporeality; Violence; Compulsivity

Colégio Brasileiro de Ciências do Esporte Universidade de Brasilia - Campus Universitário Darcy Ribeiro, Faculdade de Educação Física, Asa Norte - CEP 70910-970 - Brasilia, DF - Brasil, Telefone: +55 (61) 3107-2542 - Brasília - DF - Brazil
E-mail: rbceonline@gmail.com