Avatar e-games, subjetividades dissidentes e educação informal

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Gonçalves, Deborah Teles de Meneses
Orientador(a): Silva, Paulo Roberto Boa Sorte
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Pós-Graduação em Educação
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://ri.ufs.br/jspui/handle/riufs/24058
Resumo: This research was based on investigating the possibilities that the multiplicity of e-games and their respective available innovations offer to gender non-conforming gamers/players by enabling the creation of stylized imagery representations of them, based on folds of their original selves: the avatar. In this sense, it sought to understand the impact of avatar e-games and the fusion of online and offline post-digital experiences on the construction of online subjectivities, as well as their manifestations in the offline subjectivities – and vice versa – of adult gamers/players of non-conforming genders and their associations as potential expansions of educational fields for such individuals. Therefore, the locus was the São Cristóvão Campus of the Federal University of Sergipe (Universidade Federal de Sergipe – UFS). The study population included undergraduate and graduate students from diverse fields, over 18 years of age, non-cis-gender, and adept to electronic games. Regarding methodology, it followed the interpretative qualitative approach (Gil, 1999), with data collection carried out through semistructured interviews (Triviños, 1987; Manzini, 1990; 1991) and data interpretation through Analytical Interlacing (Boa Sorte et al, 2023). After analyzing and interpreting the data, it was possible to conclude that by interacting with e-games and avatars, participants develop knowledge about themselves and others by engaging in experimentation, expanding their identity repertoires and strengthening their subjective agency. These experimentations occur in spaces that, while offering opportunities for what deviates from the norm, are also traversed by what monitors and controls. However, such contradictions do not negate the power of these egames and avatars as operators of resistance to cishetnormativity, especially for dissident subjects who find in them symbolisms capable of promoting meaningful and non-traditional education and learning, concretely impacting their ways of being and living. Finally, it is important to mention that this research, from its second year onwards, began to be developed with support from the National Council for Scientific and Technological Development (Conselho Nacional de Desenvolvimento Científico e Tecnológico - CNPq).
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spelling Gonçalves, Deborah Teles de MenesesSilva, Paulo Roberto Boa SorteSantos, Manuela Rodrigues2025-12-11T18:02:12Z2025-12-11T18:02:12Z2025-07-21GONÇALVES, Deborah Teles de Meneses. Avatar e-games, subjetividades dissidentes e educação informal. 2025. 156 f. Dissertação (Mestrado em Educação) — Universidade Federal de Sergipe, São Cristóvão, 2025.https://ri.ufs.br/jspui/handle/riufs/24058This research was based on investigating the possibilities that the multiplicity of e-games and their respective available innovations offer to gender non-conforming gamers/players by enabling the creation of stylized imagery representations of them, based on folds of their original selves: the avatar. In this sense, it sought to understand the impact of avatar e-games and the fusion of online and offline post-digital experiences on the construction of online subjectivities, as well as their manifestations in the offline subjectivities – and vice versa – of adult gamers/players of non-conforming genders and their associations as potential expansions of educational fields for such individuals. Therefore, the locus was the São Cristóvão Campus of the Federal University of Sergipe (Universidade Federal de Sergipe – UFS). The study population included undergraduate and graduate students from diverse fields, over 18 years of age, non-cis-gender, and adept to electronic games. Regarding methodology, it followed the interpretative qualitative approach (Gil, 1999), with data collection carried out through semistructured interviews (Triviños, 1987; Manzini, 1990; 1991) and data interpretation through Analytical Interlacing (Boa Sorte et al, 2023). After analyzing and interpreting the data, it was possible to conclude that by interacting with e-games and avatars, participants develop knowledge about themselves and others by engaging in experimentation, expanding their identity repertoires and strengthening their subjective agency. These experimentations occur in spaces that, while offering opportunities for what deviates from the norm, are also traversed by what monitors and controls. However, such contradictions do not negate the power of these egames and avatars as operators of resistance to cishetnormativity, especially for dissident subjects who find in them symbolisms capable of promoting meaningful and non-traditional education and learning, concretely impacting their ways of being and living. Finally, it is important to mention that this research, from its second year onwards, began to be developed with support from the National Council for Scientific and Technological Development (Conselho Nacional de Desenvolvimento Científico e Tecnológico - CNPq).A pesquisa em questão fundamentou-se na investigação das possibilidades que a multiplicidade de e-games e suas respectivas inovações disponíveis oferecem para gamers/players dissidentes ao permitir a criação de representações imagéticas estilizadas de si mesmus, a partir de dobras do seu eu original: us avatares. Nesse sentido, buscou compreender o impacto dos avatar egames e da fusão de experiências pós-digitais on-line e off-line na construção de subjetividades on-line, bem como as suas manifestações nas subjetividades off-line – e vice-versa – de gamers/players adultus de gêneros dissidentes e suas associações enquanto alargamentos possíveis dos campos educacionais para tais. Sendo assim, teve como locus o Campus São Cristóvão da Universidade Federal de Sergipe (UFS). Como população estudada, teve discentes da graduação e da pós-graduação de áreas diversas, maiores de 18 anos, não-cisgêneros (nãocis) e adeptus a jogos eletrônicos (em tradução livre e situada para o inglês/ENG, e-games). No que diz respeito a metodologia, seguiu a abordagem qualitativa interpretativista (Gil, 1999), com coleta de dados realizada através de entrevistas semi-estruturadas (Triviños, 1987; Manzini, 1990;1991) e interpretação de dados através do Entrelace Analítico (Boa Sorte et al, 2023). Após a análise e interpretação de dados, foi possível concluir que ao interagirem com egames e avatares, us participantes elaboram conhecimentos sobre si e sobre u outru ao se envolver em experimentações, ampliando os seus repertórios identitários e fortalecendo os seus agenciamentos subjetivos. Essas experimentações, ainda que ofereçam oportunidades para o que foge a norma, também são atravessadas pelo que vigia e controla. Contudo, tais contradições não anulam a potência desses e-games e avatares enquanto operadores de resistência à cishetnormatividade, especialmente para sujeitus dissidentes que encontram neles simbolismos capazes de promover educação e aprendizagem significativas e não tradicionais, impactando concretamente seus modos de ser e viver. Por fim, se faz importante mencionar que tal pesquisa, a partir do seu segundo ano, passou a ser desenvolvida com apoio do Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq).Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPqSão CristóvãoporEducaçãoJogos eletrônicosAvatares (realidade virtual)SubjetividadeDissidentesEducação não formalE-gamesNon-conforming subjectivitiesInformal educationCIENCIAS HUMANAS::EDUCACAOAvatar e-games, subjetividades dissidentes e educação informalinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisPós-Graduação em EducaçãoUniversidade Federal de Sergipe (UFS)reponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSinfo:eu-repo/semantics/openAccessLICENSElicense.txtlicense.txttext/plain; charset=utf-81475https://ri.ufs.br/jspui/bitstream/riufs/24058/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51ORIGINALDEBORAH_TELES_MENESES_GONCALVES.pdfDEBORAH_TELES_MENESES_GONCALVES.pdfapplication/pdf3302176https://ri.ufs.br/jspui/bitstream/riufs/24058/2/DEBORAH_TELES_MENESES_GONCALVES.pdf3ddace779602b62e543f9463ff4a1e9dMD52riufs/240582025-12-11 15:02:17.998oai:oai:ri.ufs.br:repo_01:riufs/24058TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2025-12-11T18:02:17Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.pt_BR.fl_str_mv Avatar e-games, subjetividades dissidentes e educação informal
title Avatar e-games, subjetividades dissidentes e educação informal
spellingShingle Avatar e-games, subjetividades dissidentes e educação informal
Gonçalves, Deborah Teles de Meneses
Educação
Jogos eletrônicos
Avatares (realidade virtual)
Subjetividade
Dissidentes
Educação não formal
E-games
Non-conforming subjectivities
Informal education
CIENCIAS HUMANAS::EDUCACAO
title_short Avatar e-games, subjetividades dissidentes e educação informal
title_full Avatar e-games, subjetividades dissidentes e educação informal
title_fullStr Avatar e-games, subjetividades dissidentes e educação informal
title_full_unstemmed Avatar e-games, subjetividades dissidentes e educação informal
title_sort Avatar e-games, subjetividades dissidentes e educação informal
author Gonçalves, Deborah Teles de Meneses
author_facet Gonçalves, Deborah Teles de Meneses
author_role author
dc.contributor.author.fl_str_mv Gonçalves, Deborah Teles de Meneses
dc.contributor.advisor1.fl_str_mv Silva, Paulo Roberto Boa Sorte
dc.contributor.advisor-co1.fl_str_mv Santos, Manuela Rodrigues
contributor_str_mv Silva, Paulo Roberto Boa Sorte
Santos, Manuela Rodrigues
dc.subject.por.fl_str_mv Educação
Jogos eletrônicos
Avatares (realidade virtual)
Subjetividade
Dissidentes
Educação não formal
topic Educação
Jogos eletrônicos
Avatares (realidade virtual)
Subjetividade
Dissidentes
Educação não formal
E-games
Non-conforming subjectivities
Informal education
CIENCIAS HUMANAS::EDUCACAO
dc.subject.eng.fl_str_mv E-games
Non-conforming subjectivities
Informal education
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::EDUCACAO
description This research was based on investigating the possibilities that the multiplicity of e-games and their respective available innovations offer to gender non-conforming gamers/players by enabling the creation of stylized imagery representations of them, based on folds of their original selves: the avatar. In this sense, it sought to understand the impact of avatar e-games and the fusion of online and offline post-digital experiences on the construction of online subjectivities, as well as their manifestations in the offline subjectivities – and vice versa – of adult gamers/players of non-conforming genders and their associations as potential expansions of educational fields for such individuals. Therefore, the locus was the São Cristóvão Campus of the Federal University of Sergipe (Universidade Federal de Sergipe – UFS). The study population included undergraduate and graduate students from diverse fields, over 18 years of age, non-cis-gender, and adept to electronic games. Regarding methodology, it followed the interpretative qualitative approach (Gil, 1999), with data collection carried out through semistructured interviews (Triviños, 1987; Manzini, 1990; 1991) and data interpretation through Analytical Interlacing (Boa Sorte et al, 2023). After analyzing and interpreting the data, it was possible to conclude that by interacting with e-games and avatars, participants develop knowledge about themselves and others by engaging in experimentation, expanding their identity repertoires and strengthening their subjective agency. These experimentations occur in spaces that, while offering opportunities for what deviates from the norm, are also traversed by what monitors and controls. However, such contradictions do not negate the power of these egames and avatars as operators of resistance to cishetnormativity, especially for dissident subjects who find in them symbolisms capable of promoting meaningful and non-traditional education and learning, concretely impacting their ways of being and living. Finally, it is important to mention that this research, from its second year onwards, began to be developed with support from the National Council for Scientific and Technological Development (Conselho Nacional de Desenvolvimento Científico e Tecnológico - CNPq).
publishDate 2025
dc.date.accessioned.fl_str_mv 2025-12-11T18:02:12Z
dc.date.available.fl_str_mv 2025-12-11T18:02:12Z
dc.date.issued.fl_str_mv 2025-07-21
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dc.identifier.citation.fl_str_mv GONÇALVES, Deborah Teles de Meneses. Avatar e-games, subjetividades dissidentes e educação informal. 2025. 156 f. Dissertação (Mestrado em Educação) — Universidade Federal de Sergipe, São Cristóvão, 2025.
dc.identifier.uri.fl_str_mv https://ri.ufs.br/jspui/handle/riufs/24058
identifier_str_mv GONÇALVES, Deborah Teles de Meneses. Avatar e-games, subjetividades dissidentes e educação informal. 2025. 156 f. Dissertação (Mestrado em Educação) — Universidade Federal de Sergipe, São Cristóvão, 2025.
url https://ri.ufs.br/jspui/handle/riufs/24058
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