Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente
| Ano de defesa: | 2025 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Tese |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Não Informado pela instituição
|
| Programa de Pós-Graduação: |
Pós-Graduação em Letras
|
| 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/24997 |
Resumo: | The present work is an analysis of how the habit of playing video games can impact the construction of teachers’ identities based on their narratives. This is a qualitative research based on Polkinghorne(1995) and Barkhuizen, Benson e Chik (2014) approach about research with narratives. The histories were collected by semi structured interviews and the data were analyzed by the coding system of Grounded Theory Methodology (VOLLSTEDT; REZAT, 2019), which allowed the discovery of recurrent themes in the narratives and the establishment of relationship between the video game and the participants’ identities, namely the teacher-identity. For this work it was necessary to converge theoretical areas mentioned here as axes: education, multimodality and identity. Education axis comprises Gee (2003) association between education and video games and Cazden et. al.(2021) and Cope and Kalantzis (2000) with the multiliteracy perspective. Multimodality axis is based on videogame studies from Salen e Zimmerman (2004), Castronova(2005) and Juul (2010) as well as multimodality conceptions from Cope e Kalantzis(2020) e Kress e Van Leeuwen (2001). Identity axis is grounded on Gee (2001), Bauman (2004), Appiah (2005), Hall (2006), Crawford (2011) and Zacchi (2018; 2020). Kirkpatrick’s(2015) work on gamer culture was also fundamental to this research. The analysis of the data generated from narratives points to a strong association of the video game playing with teacher identity formation; this is possible due to the fact that playing games was a sociocultural aspect of the teachers’ life prior to their institutional teacher education. Moreover, it was proved that gamer and teacher identities establish connections between other identities promoting opportunities to rethink and change educational practices, as well as nurture reflections about the contemporary status of education. |
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Silva, Victor Ernesto SilveiraZacchi, Vanderlei2026-05-12T19:07:58Z2026-05-12T19:07:58Z2025-08-19SILVA, Victor Ernesto Silveira. Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente. 2025. 294 f. Tese (Doutorado em Letras) — Universidade Federal de Sergipe, São Cristóvão, 2025.https://ri.ufs.br/jspui/handle/riufs/24997The present work is an analysis of how the habit of playing video games can impact the construction of teachers’ identities based on their narratives. This is a qualitative research based on Polkinghorne(1995) and Barkhuizen, Benson e Chik (2014) approach about research with narratives. The histories were collected by semi structured interviews and the data were analyzed by the coding system of Grounded Theory Methodology (VOLLSTEDT; REZAT, 2019), which allowed the discovery of recurrent themes in the narratives and the establishment of relationship between the video game and the participants’ identities, namely the teacher-identity. For this work it was necessary to converge theoretical areas mentioned here as axes: education, multimodality and identity. Education axis comprises Gee (2003) association between education and video games and Cazden et. al.(2021) and Cope and Kalantzis (2000) with the multiliteracy perspective. Multimodality axis is based on videogame studies from Salen e Zimmerman (2004), Castronova(2005) and Juul (2010) as well as multimodality conceptions from Cope e Kalantzis(2020) e Kress e Van Leeuwen (2001). Identity axis is grounded on Gee (2001), Bauman (2004), Appiah (2005), Hall (2006), Crawford (2011) and Zacchi (2018; 2020). Kirkpatrick’s(2015) work on gamer culture was also fundamental to this research. The analysis of the data generated from narratives points to a strong association of the video game playing with teacher identity formation; this is possible due to the fact that playing games was a sociocultural aspect of the teachers’ life prior to their institutional teacher education. Moreover, it was proved that gamer and teacher identities establish connections between other identities promoting opportunities to rethink and change educational practices, as well as nurture reflections about the contemporary status of education.O presente trabalho científico analisa como o hábito de jogar videogames impacta na construção identitária dos/as docentes partindo de suas narrativas. Para compreender a relação do(a) docente com o videogame, adoto uma metodologia qualitativa baseada na pesquisa de narrativas ancorada em Polkinghorne(1995) e Barkhuizen, Benson e Chik (2014). As histórias foram coletadas a partir de entrevista semiestruturada e os dados foram analisados com sistema de codificação da Grounded Theory Methodology (VOLLSTEDT; REZAT, 2019), o que tornou possível o reconhecimento de temas recorrentes nas narrativas e traçar relações entre o jogo e as identidades participantes, em especial a identidade docente. Esta pesquisa converge aportes teóricos de três áreas identificadas como eixos: educação, multimodalidade e identidade. Em educação adoto especialmente Gee (2003) que associa educação aos videogames e Cazden et. al. (2021) e Cope e Kalanztis (2000) que tratam da perspectiva dos multiletramentos. No eixo multimodalidade, utilizo estudos sobre videogames com Salen e Zimmerman (2004), Castronova(2005) e Juul (2010), bem como estudos sobre multimodalidade com Cope e Kalantzis(2020) e Kress e Van Leeuwen (2001). Para o estudo de eixo identidades me afilio a Gee (2001), Bauman (2004), Appiah (2005), Hall (2006), Crawford (2011) e Zacchi (2018; 2020). Os trabalhos de Kirkpatrick (2015) sobre cultura gamer também foram fundamentais para esta pesquisa. A análise dos dados gerados a partir das narrativas sinaliza a forte associação do hábito de videogame às bases da formação da identidade docente, visto que a prática de jogar se configura como aspecto sociocultural marcante na vida anterior à formação institucional dos docentes. Ademais, foi possível perceber como as identidades gamer e docente estabelecem conexões entre outras identidades, promovendo oportunidades para repensar e transformar práticas educativas, bem como fomentar reflexões sobre o status da educação na atualidade.São CristóvãoporModalidade (Linguística)Identidade (Psicologia)Videogame na educaçãoJogadores de videogameProfessores - AtitudesIdentidadeProfessores(as)MultimodalidadeEducaçãoIdentityVideo gameTeacherMultimodalityEducationLINGUISTICA, LETRAS E ARTES::LETRASProfessor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docenteinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisPós-Graduação em LetrasUniversidade 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/24997/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51ORIGINALVICTOR_ERNESTO_SILVEIRA_SILVA.pdfVICTOR_ERNESTO_SILVEIRA_SILVA.pdfapplication/pdf3497235https://ri.ufs.br/jspui/bitstream/riufs/24997/2/VICTOR_ERNESTO_SILVEIRA_SILVA.pdfeda9447707b38e4b023108cb6a3b44ebMD52riufs/249972026-05-12 16:07:58.699oai:oai:ri.ufs.br:repo_01:riufs/24997TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2026-05-12T19:07:58Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false |
| dc.title.pt_BR.fl_str_mv |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| title |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| spellingShingle |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente Silva, Victor Ernesto Silveira Modalidade (Linguística) Identidade (Psicologia) Videogame na educação Jogadores de videogame Professores - Atitudes Identidade Professores(as) Multimodalidade Educação Identity Video game Teacher Multimodality Education LINGUISTICA, LETRAS E ARTES::LETRAS |
| title_short |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| title_full |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| title_fullStr |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| title_full_unstemmed |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| title_sort |
Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente |
| author |
Silva, Victor Ernesto Silveira |
| author_facet |
Silva, Victor Ernesto Silveira |
| author_role |
author |
| dc.contributor.author.fl_str_mv |
Silva, Victor Ernesto Silveira |
| dc.contributor.advisor1.fl_str_mv |
Zacchi, Vanderlei |
| contributor_str_mv |
Zacchi, Vanderlei |
| dc.subject.por.fl_str_mv |
Modalidade (Linguística) Identidade (Psicologia) Videogame na educação Jogadores de videogame Professores - Atitudes Identidade Professores(as) Multimodalidade Educação |
| topic |
Modalidade (Linguística) Identidade (Psicologia) Videogame na educação Jogadores de videogame Professores - Atitudes Identidade Professores(as) Multimodalidade Educação Identity Video game Teacher Multimodality Education LINGUISTICA, LETRAS E ARTES::LETRAS |
| dc.subject.eng.fl_str_mv |
Identity Video game Teacher Multimodality Education |
| dc.subject.cnpq.fl_str_mv |
LINGUISTICA, LETRAS E ARTES::LETRAS |
| description |
The present work is an analysis of how the habit of playing video games can impact the construction of teachers’ identities based on their narratives. This is a qualitative research based on Polkinghorne(1995) and Barkhuizen, Benson e Chik (2014) approach about research with narratives. The histories were collected by semi structured interviews and the data were analyzed by the coding system of Grounded Theory Methodology (VOLLSTEDT; REZAT, 2019), which allowed the discovery of recurrent themes in the narratives and the establishment of relationship between the video game and the participants’ identities, namely the teacher-identity. For this work it was necessary to converge theoretical areas mentioned here as axes: education, multimodality and identity. Education axis comprises Gee (2003) association between education and video games and Cazden et. al.(2021) and Cope and Kalantzis (2000) with the multiliteracy perspective. Multimodality axis is based on videogame studies from Salen e Zimmerman (2004), Castronova(2005) and Juul (2010) as well as multimodality conceptions from Cope e Kalantzis(2020) e Kress e Van Leeuwen (2001). Identity axis is grounded on Gee (2001), Bauman (2004), Appiah (2005), Hall (2006), Crawford (2011) and Zacchi (2018; 2020). Kirkpatrick’s(2015) work on gamer culture was also fundamental to this research. The analysis of the data generated from narratives points to a strong association of the video game playing with teacher identity formation; this is possible due to the fact that playing games was a sociocultural aspect of the teachers’ life prior to their institutional teacher education. Moreover, it was proved that gamer and teacher identities establish connections between other identities promoting opportunities to rethink and change educational practices, as well as nurture reflections about the contemporary status of education. |
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2025 |
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2025-08-19 |
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2026-05-12T19:07:58Z |
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2026-05-12T19:07:58Z |
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SILVA, Victor Ernesto Silveira. Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente. 2025. 294 f. Tese (Doutorado em Letras) — Universidade Federal de Sergipe, São Cristóvão, 2025. |
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https://ri.ufs.br/jspui/handle/riufs/24997 |
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SILVA, Victor Ernesto Silveira. Professor-jogador de videogames: o impacto da prática de jogar videogames nos processos de construção identitária do docente. 2025. 294 f. Tese (Doutorado em Letras) — Universidade Federal de Sergipe, São Cristóvão, 2025. |
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