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dc.creatorLeal, Ludmila Dias dos Santos-
dc.creatorMachado, Raoni Perrucci Toledo-
dc.date.accessioned2020-06-01T18:13:02Z-
dc.date.available2020-06-01T18:13:02Z-
dc.date.issued2019-
dc.identifier.citationLEAL, L. D. dos S.; MACHADO, R. P. T. Esports and sport: Approaches between virtual motion body culture and cyber megaevents. Olimpianos – Journal of Olympic Studies, São Paulo, v. 3, 2019. Paginação irregular.pt_BR
dc.identifier.urihttp://repositorio.ufla.br/jspui/handle/1/41326-
dc.description.abstractElectronic Games are gaining more and more power of cultural and economic impact on our society, until they reach a point where at the beginning of this century they begin to attract the attention of researchers from various areas, including physical education. in its different aspects of seeing the same phenomenon. This paper starts from this point, trying to make an analysis of this current situation s from the cultural production (literature, internet, television), using hermeneutics as methodology, that is, to seek meaning in what games mean. The possibility of playing online, and the emergence of the concept of e-sports brings a new possibility within cyberculture. People in different places, with different characteristics, different histories, can interact within cyberspace without carrying any of the characteristics of “real life”, and at the same time, as a consequence of this cultural diversity, can build something new from the mediated established interaction. by the virtual environment. As this situation requires movement, not necessarily physical movement, we adopt the term “Virtual Movement Body Culture” to bring this manifestation to the area of Physical Education. It is clear that we are dealing with a cultural production of the human movement, and it is also clear that it is the people who are producing this knowledge from playful demands through the possibilities allowed by cyberspace. The culmination of this process is the emergence of cyber mega events. Understanding and appropriating this framework is fundamental for us to understand this new social manifestation within its own peculiarities. They have their own characteristics that set them apart from the cultural manifestations we have known so far, and this is where we need to begin our understanding.pt_BR
dc.languageenpt_BR
dc.publisherUniversidade de São Paulopt_BR
dc.rightsacesso abertopt_BR
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.sourceOlimpianos – Journal of Olympic Studiespt_BR
dc.subjectElectronic gamespt_BR
dc.subjectEsportspt_BR
dc.subjectBody culturept_BR
dc.subjectJogos eletrônicospt_BR
dc.subjectCultura corporalpt_BR
dc.subjectJuegos electrónicospt_BR
dc.subjectDeportes electrónicospt_BR
dc.titleEsports and sport: approaches between virtual motion body culture and cyber megaeventspt_BR
dc.title.alternativeE-sports e esporte: aproximações entre a cultura corporal de movimento virtual e os ciber megaeventospt_BR
dc.typeArtigopt_BR
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