Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos
Ano de defesa: | 2017 |
---|---|
Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | , , |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Goiás
|
Programa de Pós-Graduação: |
Programa de Pós-graduação em Comunicação (FIC)
|
Departamento: |
Faculdade de Informação e Comunicação - FIC (RG)
|
País: |
Brasil
|
Palavras-chave em Português: | |
Palavras-chave em Inglês: | |
Área do conhecimento CNPq: | |
Link de acesso: | http://repositorio.bc.ufg.br/tede/handle/tede/6870 |
Resumo: | This research aims to reflect on the growing importance that virtuality, as conceptualized by Baudrillard (1990; 1994; 2000), acquires within the cultural context of Postmodernity (LYOTARD, 1984; Bauman, 2007; LIPOVETSKY, 2007), widely understood by its researchers as the age of consumerism. The forms of experience, as conceptualized by Nietzsche (1998; 2000; 2004), that are possible under the scope of the real differ from those of the virtual due to the different nature of physical spaces and spaces of representation, according to Lefebvre (1991). With the advent of information technology, such as the mass media and the internet, since the end of the 19th century and the consequent increase in the presence of virtuality in daily life, the possibilities to experience gain a new dimension that is difficult to observe due to its subjective nature. To overcome this elusive aspect, we have adopted the use of electronic games as a tool of observation. Products of post-modern culture, we take them as cultural assets (GEERTZ, 1973) made of valuable speeches to the striking consumerism that takes place nowadays, as described by Bauman, that are able to enlighten the nature of virtual space with greater clarity than other media for its interactive and responsive nature. We seek to check the theoretical validity of our main hypothesis, that the technologically mediated contact with virtuality, an instance established by different kinds of experiences than that of the real, has resonance in culture, intensifying and accentuating its consumerist aspects because of the reciprocal dynamic between culture and cultural assets. In order to answering this question, we undertake a reflection on postmodern culture and the magnetism exerted by virtuality in its individuals, made evident by the commercial success of electronic games. We believe that its power of influence in this cultural context is connected to what we consider to be the consumerist utopia: to consume all of reality, translated into it simulacrum in the virtual space. |
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Santos, Goiamérico Felício Carneiro doshttp://lattes.cnpq.br/4360025460772301Santos , Goiamérico Felício Carneiro dosMendonça, Maria LuisaFausto Neto, Tiago Quirogahttp://lattes.cnpq.br/6231381917460522Peccin, Mauricio Pessoa2017-02-22T17:42:21Z2017-02-02PECCIN, Mauricio Pessoa. Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos. 2017. 130 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Goiás, Goiânia, 2017.http://repositorio.bc.ufg.br/tede/handle/tede/6870This research aims to reflect on the growing importance that virtuality, as conceptualized by Baudrillard (1990; 1994; 2000), acquires within the cultural context of Postmodernity (LYOTARD, 1984; Bauman, 2007; LIPOVETSKY, 2007), widely understood by its researchers as the age of consumerism. The forms of experience, as conceptualized by Nietzsche (1998; 2000; 2004), that are possible under the scope of the real differ from those of the virtual due to the different nature of physical spaces and spaces of representation, according to Lefebvre (1991). With the advent of information technology, such as the mass media and the internet, since the end of the 19th century and the consequent increase in the presence of virtuality in daily life, the possibilities to experience gain a new dimension that is difficult to observe due to its subjective nature. To overcome this elusive aspect, we have adopted the use of electronic games as a tool of observation. Products of post-modern culture, we take them as cultural assets (GEERTZ, 1973) made of valuable speeches to the striking consumerism that takes place nowadays, as described by Bauman, that are able to enlighten the nature of virtual space with greater clarity than other media for its interactive and responsive nature. We seek to check the theoretical validity of our main hypothesis, that the technologically mediated contact with virtuality, an instance established by different kinds of experiences than that of the real, has resonance in culture, intensifying and accentuating its consumerist aspects because of the reciprocal dynamic between culture and cultural assets. In order to answering this question, we undertake a reflection on postmodern culture and the magnetism exerted by virtuality in its individuals, made evident by the commercial success of electronic games. We believe that its power of influence in this cultural context is connected to what we consider to be the consumerist utopia: to consume all of reality, translated into it simulacrum in the virtual space.Essa pesquisa tem como objetivo refletir sobre a crescente importância que a virtualidade, como conceituada por Baudrillard (1990; 1994; 2000), adquire no contexto cultural da Pós-Modernidade (LYOTARD, 1984; BAUMAN, 2007; LIPOVETSKY, 2007), majoritariamente compreendido por seus pesquisadores como a era do consumismo. As formas de vivência, conceituada a partir de Nietzsche (1998; 2000; 2004), possíveis no âmbito virtual diferem das possíveis no plano do real devido à natureza diferente dos espaços físico e de representação, segundo Lefebvre (1991). Com o advento das tecnologias de informação, como as mídias de massa e a inter net, desde o final do século XIX e o consequente aumento da presença da virtualidade no cotidiano, as possibilidades de vivência ganham uma dimensão nova difícil de ser observada devido à sua natureza subjetiva. Para superar esse aspecto elusivo, adotamos o uso dos jogos eletrônicos como ferramenta de observação. Produtos da cultura Pós-Moderna, tomamo-nos como bens culturais (GEERTZ, 1973) constituídos por discursos valiosos ao consumismo marcante dessa época, como descrito por Bauman, e aptos a iluminar o espaço virtual/de representação com maior clareza do que outras mídias por seu caráter interativo e responsivo. Buscamos verificar a validade teórica de nessa principal hipótese, a de que o contato tecnologicamente mediado com a virtualidade, uma instância estabelecida por formas de vivência distintas das experimentadas no real, tem ressonância na cultura, acirrando e acentuando seus aspectos consumistas por causa da dinâmica de reciprocidade estabelecida entre cultura e bens culturais. Para responder essa questão, empreendemos uma reflexão acerca da cultura Pós-Moderna e do magnetismo exercido pela virtualidade nos indivíduos que a constituem, evidenciado pelo sucesso comercial dos jogos eletrônicos. Acreditamos que seu poder de influência nesse contexto cultural esteja ligado ao que consideramos a utopia consumista: consumir por inteiro a realidade, traduzida em simulacro no espaço virtual.Submitted by Erika Demachki (erikademachki@gmail.com) on 2017-02-20T18:00:10Z No. of bitstreams: 2 Dissertação - Mauricio Pessoa Peccin - 2017.pdf: 6973745 bytes, checksum: 46a2128e96cf335b36d5e65133dc0295 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Rejected by Luciana Ferreira (lucgeral@gmail.com), reason: Dissertação (mestrado em Comunicação) ERRADO Dissertação (Mestrado em Comunicação) CERTO on 2017-02-21T12:31:45Z (GMT)Submitted by Erika Demachki (erikademachki@gmail.com) on 2017-02-22T17:41:22Z No. of bitstreams: 2 Dissertação - Mauricio Pessoa Peccin - 2017.pdf: 6973745 bytes, checksum: 46a2128e96cf335b36d5e65133dc0295 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Approved for entry into archive by Erika Demachki (erikademachki@gmail.com) on 2017-02-22T17:42:21Z (GMT) No. of bitstreams: 2 Dissertação - Mauricio Pessoa Peccin - 2017.pdf: 6973745 bytes, checksum: 46a2128e96cf335b36d5e65133dc0295 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Made available in DSpace on 2017-02-22T17:42:21Z (GMT). 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dc.title.por.fl_str_mv |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
dc.title.alternative.eng.fl_str_mv |
Consumerist culture and virtuality: questionings around electronic games |
title |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
spellingShingle |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos Peccin, Mauricio Pessoa Virtualidade Cultura Pós-modernidade Jogos eletrônicos Consumismo Virtuality Culture Postmodernity Electronic games Consumerism CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
title_short |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
title_full |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
title_fullStr |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
title_full_unstemmed |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
title_sort |
Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos |
author |
Peccin, Mauricio Pessoa |
author_facet |
Peccin, Mauricio Pessoa |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Santos, Goiamérico Felício Carneiro dos |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/4360025460772301 |
dc.contributor.referee1.fl_str_mv |
Santos , Goiamérico Felício Carneiro dos |
dc.contributor.referee2.fl_str_mv |
Mendonça, Maria Luisa |
dc.contributor.referee3.fl_str_mv |
Fausto Neto, Tiago Quiroga |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/6231381917460522 |
dc.contributor.author.fl_str_mv |
Peccin, Mauricio Pessoa |
contributor_str_mv |
Santos, Goiamérico Felício Carneiro dos Santos , Goiamérico Felício Carneiro dos Mendonça, Maria Luisa Fausto Neto, Tiago Quiroga |
dc.subject.por.fl_str_mv |
Virtualidade Cultura Pós-modernidade Jogos eletrônicos Consumismo |
topic |
Virtualidade Cultura Pós-modernidade Jogos eletrônicos Consumismo Virtuality Culture Postmodernity Electronic games Consumerism CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
dc.subject.eng.fl_str_mv |
Virtuality Culture Postmodernity Electronic games Consumerism |
dc.subject.cnpq.fl_str_mv |
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
description |
This research aims to reflect on the growing importance that virtuality, as conceptualized by Baudrillard (1990; 1994; 2000), acquires within the cultural context of Postmodernity (LYOTARD, 1984; Bauman, 2007; LIPOVETSKY, 2007), widely understood by its researchers as the age of consumerism. The forms of experience, as conceptualized by Nietzsche (1998; 2000; 2004), that are possible under the scope of the real differ from those of the virtual due to the different nature of physical spaces and spaces of representation, according to Lefebvre (1991). With the advent of information technology, such as the mass media and the internet, since the end of the 19th century and the consequent increase in the presence of virtuality in daily life, the possibilities to experience gain a new dimension that is difficult to observe due to its subjective nature. To overcome this elusive aspect, we have adopted the use of electronic games as a tool of observation. Products of post-modern culture, we take them as cultural assets (GEERTZ, 1973) made of valuable speeches to the striking consumerism that takes place nowadays, as described by Bauman, that are able to enlighten the nature of virtual space with greater clarity than other media for its interactive and responsive nature. We seek to check the theoretical validity of our main hypothesis, that the technologically mediated contact with virtuality, an instance established by different kinds of experiences than that of the real, has resonance in culture, intensifying and accentuating its consumerist aspects because of the reciprocal dynamic between culture and cultural assets. In order to answering this question, we undertake a reflection on postmodern culture and the magnetism exerted by virtuality in its individuals, made evident by the commercial success of electronic games. We believe that its power of influence in this cultural context is connected to what we consider to be the consumerist utopia: to consume all of reality, translated into it simulacrum in the virtual space. |
publishDate |
2017 |
dc.date.accessioned.fl_str_mv |
2017-02-22T17:42:21Z |
dc.date.issued.fl_str_mv |
2017-02-02 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
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dc.identifier.citation.fl_str_mv |
PECCIN, Mauricio Pessoa. Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos. 2017. 130 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Goiás, Goiânia, 2017. |
dc.identifier.uri.fl_str_mv |
http://repositorio.bc.ufg.br/tede/handle/tede/6870 |
identifier_str_mv |
PECCIN, Mauricio Pessoa. Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos. 2017. 130 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Goiás, Goiânia, 2017. |
url |
http://repositorio.bc.ufg.br/tede/handle/tede/6870 |
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por |
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por |
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dc.publisher.initials.fl_str_mv |
UFG |
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Brasil |
dc.publisher.department.fl_str_mv |
Faculdade de Informação e Comunicação - FIC (RG) |
publisher.none.fl_str_mv |
Universidade Federal de Goiás |
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MD5 MD5 MD5 MD5 MD5 |
repository.name.fl_str_mv |
Repositório Institucional da UFG - Universidade Federal de Goiás (UFG) |
repository.mail.fl_str_mv |
tasesdissertacoes.bc@ufg.br |
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