Detalhes bibliográficos
Ano de defesa: |
2009 |
Autor(a) principal: |
Caneschi, Liciana Aparecida Cabral |
Orientador(a): |
Pelbart, Peter Pál |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Psicologia: Psicologia Clínica
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Departamento: |
Psicologia
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País: |
BR
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://tede2.pucsp.br/handle/handle/15819
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Resumo: |
Within the Psychology studies, the issue of adolescence is gathering more and more space in recent times and, therefore, Clinic has been modified to understand the demands brought from this social group. Adolescence is no longer understood only as a moment of remaking the conflicts from childhood, It´s considering also its particular and unprecedented issues. In addition, the variety of youth manifestations induce Clinic and institutions to be always alert to new forms of communication and sociability of this group. Following this perspective, this work investigates a youth tribe composed by adolescents who are fans of animês and mangás (Japanese cartoons and comics) and, by means of this group, understand more about game and playing in the period of adolescence. This works aims at investigating specificities that playing acquires in adolescence, assuming as main code the mangás, animês and games that arises from them, understanding it all as practices belonging to the same youth tribe - as well as investigate the ways the adolescent self can be manifested through these games. Thus, this study was arranged as a participant research. All the sources talks especially to the Winnicott theory regarding adolescence and playing. Through this research, it was possible to realize that, in the potential space constituted by these adolescents, we see sharing, communication, creation, establishment of relations and a continuous influence among different potential spaces, which extrapolates the area of the own tribe and ultimately influence the culture abroad its belonging. Thereby, it is possible to realize that the adolescents have the desire to occupy varied spaces and institutions of the city, to open themselves to other spaces to be habited on their own way. Fight, escape and flee are verbs quite recurrent in their games and show that It might be the best strategy for the construction of their own refuge. At the moment, the adolescent is in a serious fight against the subordination and he is constantly besieged by the question: "which refuge do people want me to build?" Connected to this, it is also present in the adolescent game a very important element: hope. Hope to be an author, hero and protagonist of their own history. Creating, building and dressing other linen, painting their hair, wearing different adornments, the adolescent says good bye to its childhood and debut in an adult world, motivated to escape a subordination imposed to him |