Games na promoção e educação em saúde: práticas de significação

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Lemos, Lucia Márcia de Carvalho lattes
Orientador(a): Oliveira, Ana Claudia Mei Alves de
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Comunicação e Semiótica
Departamento: Comunicação
País: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede2.pucsp.br/handle/handle/4699
Resumo: The research is part of the convergence between borders of a greater field of communication in new media and a playful informational activity. The aims of this work are intended to check the practices of signification in games of health, promotion aspects and education. The corpora consists from four games: Fat World, Squire's Quest, Combat Cancer and Privates. The research question is: to what extent to play games health is one of the strategies for seizing and construction of senses and health concepts articulated in and play? How the game takes the player subject to mean healthy ways of living life? And as this conceptualize health, lived and built by the player, introduces promotional and health education? Proposed Semiotics as a structural analysis and dialogue with other authors that corroborates with this perspective and those who investigate games. In some studies, games are a complex and expressive cultural phenomenon, esthetical, enunciation, full of values and meaning. There are virtual environments in which figures and in a figuratively way scenarios need to be unusual, amazing and provocative, so that players feel involved and will want to play. In turn, the context in which the game is played affects and shapes its value. In games in the health sphere, the practice of signification need to add value, for users can become competent, be persuaded, modalized and pass to believe, to do to do and can be. It is possible to affirm that the issues shown in the analyzed games are important when considering the process and those involved in the production and consumption of the games, especially those geared to the exhibitors. Aesthetic compositions are relevant factors so that players can acquire skills for promoting attitudes and knowledge in health.It is concluded that there are many fields still being explored and considered possible to use significant practices in games so that, for them, the subjects can acquire knowledge and skills for a knowledge aimed positive habits for all life.Notes the importance of effectuation of interconnected practices in promotion and education in health, in its several sectors of activity. There are challenges to be overcome so that the health games have different support institutions and make important items in State decisions in this context/scope