Captura do sensível: imaginário sócio-espacial nos videogames

Detalhes bibliográficos
Ano de defesa: 2023
Autor(a) principal: Alexandre Mesquita Silva Bomfim
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Minas Gerais
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://hdl.handle.net/1843/60715
Resumo: Socially instituted and shared, the socio-spatial imaginary of a society gives meaning to its social relations and their manifestation as social space. This imaginary is not of a bio-physiological nature, but rather socially instituted and spatially manifested. One of the forms of socialization of this imaginary is through video games. In contemporary times, the media images often impose world meanings on society members. This is perhaps more pronounced in games because in them there is agency: the user interacts in the digital world using a physical controller interface. In this intersection between the digital and the real, the player, by acting, consciously adheres to the fictional world, engaging in a process of performing belief, in which he pretends to believe that the simulation is real. However, regardless of how realistic games may aspire to be, their fictional world is necessarily simplified and stylized, never fully replicating reality, and the player doesn't ignore it is fiction. These gaps do not stop one from performing belief; on the contrary, they are filled thanks to it. When playing, the player deals with operative imaginary meanings chosen as important by the game developers, and in order to believe in the cohesion of the fictional world, they fill in the gaps based on their own socio-spatial imaginary, derived from their social fabrication as members of society. In return, when repeatedly dealing with these digitally simulated meanings, they become references for the player's construction of world meanings. This occurs through the capture of the sensible: the player willingly embraces the digital world of the game, and even though they are aware that it is make-believe, the experience affects the individual's socialization process, potentially leading to the critique or naturalization of established socio-spatial relationships and practices. In this study, I reflect on how the socio-spatial imaginary is revealed in games and how the production of space is portrayed in them, speculating on how this retroacts on society.
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spelling Captura do sensível: imaginário sócio-espacial nos videogamesImaginaçãoPercepção espacialTeoria críticaVideogamesCiberespaçoImaginário sócio-espacialVideogamesEspaço socialEncenação da crençaCaptura do sensívelSocially instituted and shared, the socio-spatial imaginary of a society gives meaning to its social relations and their manifestation as social space. This imaginary is not of a bio-physiological nature, but rather socially instituted and spatially manifested. One of the forms of socialization of this imaginary is through video games. In contemporary times, the media images often impose world meanings on society members. This is perhaps more pronounced in games because in them there is agency: the user interacts in the digital world using a physical controller interface. In this intersection between the digital and the real, the player, by acting, consciously adheres to the fictional world, engaging in a process of performing belief, in which he pretends to believe that the simulation is real. However, regardless of how realistic games may aspire to be, their fictional world is necessarily simplified and stylized, never fully replicating reality, and the player doesn't ignore it is fiction. These gaps do not stop one from performing belief; on the contrary, they are filled thanks to it. When playing, the player deals with operative imaginary meanings chosen as important by the game developers, and in order to believe in the cohesion of the fictional world, they fill in the gaps based on their own socio-spatial imaginary, derived from their social fabrication as members of society. In return, when repeatedly dealing with these digitally simulated meanings, they become references for the player's construction of world meanings. This occurs through the capture of the sensible: the player willingly embraces the digital world of the game, and even though they are aware that it is make-believe, the experience affects the individual's socialization process, potentially leading to the critique or naturalization of established socio-spatial relationships and practices. In this study, I reflect on how the socio-spatial imaginary is revealed in games and how the production of space is portrayed in them, speculating on how this retroacts on society.CNPq - Conselho Nacional de Desenvolvimento Científico e TecnológicoUniversidade Federal de Minas Gerais2023-11-09T17:25:09Z2025-09-08T23:20:11Z2023-11-09T17:25:09Z2023-09-29info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://hdl.handle.net/1843/60715porAlexandre Mesquita Silva Bomfiminfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFMGinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMG2025-09-08T23:20:11Zoai:repositorio.ufmg.br:1843/60715Repositório InstitucionalPUBhttps://repositorio.ufmg.br/oairepositorio@ufmg.bropendoar:2025-09-08T23:20:11Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv Captura do sensível: imaginário sócio-espacial nos videogames
title Captura do sensível: imaginário sócio-espacial nos videogames
spellingShingle Captura do sensível: imaginário sócio-espacial nos videogames
Alexandre Mesquita Silva Bomfim
Imaginação
Percepção espacial
Teoria crítica
Videogames
Ciberespaço
Imaginário sócio-espacial
Videogames
Espaço social
Encenação da crença
Captura do sensível
title_short Captura do sensível: imaginário sócio-espacial nos videogames
title_full Captura do sensível: imaginário sócio-espacial nos videogames
title_fullStr Captura do sensível: imaginário sócio-espacial nos videogames
title_full_unstemmed Captura do sensível: imaginário sócio-espacial nos videogames
title_sort Captura do sensível: imaginário sócio-espacial nos videogames
author Alexandre Mesquita Silva Bomfim
author_facet Alexandre Mesquita Silva Bomfim
author_role author
dc.contributor.author.fl_str_mv Alexandre Mesquita Silva Bomfim
dc.subject.por.fl_str_mv Imaginação
Percepção espacial
Teoria crítica
Videogames
Ciberespaço
Imaginário sócio-espacial
Videogames
Espaço social
Encenação da crença
Captura do sensível
topic Imaginação
Percepção espacial
Teoria crítica
Videogames
Ciberespaço
Imaginário sócio-espacial
Videogames
Espaço social
Encenação da crença
Captura do sensível
description Socially instituted and shared, the socio-spatial imaginary of a society gives meaning to its social relations and their manifestation as social space. This imaginary is not of a bio-physiological nature, but rather socially instituted and spatially manifested. One of the forms of socialization of this imaginary is through video games. In contemporary times, the media images often impose world meanings on society members. This is perhaps more pronounced in games because in them there is agency: the user interacts in the digital world using a physical controller interface. In this intersection between the digital and the real, the player, by acting, consciously adheres to the fictional world, engaging in a process of performing belief, in which he pretends to believe that the simulation is real. However, regardless of how realistic games may aspire to be, their fictional world is necessarily simplified and stylized, never fully replicating reality, and the player doesn't ignore it is fiction. These gaps do not stop one from performing belief; on the contrary, they are filled thanks to it. When playing, the player deals with operative imaginary meanings chosen as important by the game developers, and in order to believe in the cohesion of the fictional world, they fill in the gaps based on their own socio-spatial imaginary, derived from their social fabrication as members of society. In return, when repeatedly dealing with these digitally simulated meanings, they become references for the player's construction of world meanings. This occurs through the capture of the sensible: the player willingly embraces the digital world of the game, and even though they are aware that it is make-believe, the experience affects the individual's socialization process, potentially leading to the critique or naturalization of established socio-spatial relationships and practices. In this study, I reflect on how the socio-spatial imaginary is revealed in games and how the production of space is portrayed in them, speculating on how this retroacts on society.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-09T17:25:09Z
2023-11-09T17:25:09Z
2023-09-29
2025-09-08T23:20:11Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/1843/60715
url https://hdl.handle.net/1843/60715
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
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dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Minas Gerais
publisher.none.fl_str_mv Universidade Federal de Minas Gerais
dc.source.none.fl_str_mv reponame:Repositório Institucional da UFMG
instname:Universidade Federal de Minas Gerais (UFMG)
instacron:UFMG
instname_str Universidade Federal de Minas Gerais (UFMG)
instacron_str UFMG
institution UFMG
reponame_str Repositório Institucional da UFMG
collection Repositório Institucional da UFMG
repository.name.fl_str_mv Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)
repository.mail.fl_str_mv repositorio@ufmg.br
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