Jogos virtuais e a antropologia da performance
Ano de defesa: | 2011 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Estadual de Maringá
Brasil Programa de Pós-Graduação em Ciências Sociais UEM Maringá, PR Centro de Ciências Humanas, Letras e Artes |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://repositorio.uem.br:8080/jspui/handle/1/3148 |
Resumo: | Since 1960, the consumption of Western society hassensitive to changes in delivery mechanism sculture and social relations. With the Internet and the Globalization new names were included as "Cyberculture", "information society" and "society in network" for purposes of characterizing this period. The sciences social today face a new challenge that is understand the mechanisms of globalization and also Internet. The new challenge includes studies that take into account the virtuality and the methodology. Faced with the environment of entertainment, there is a relationship use and fascination among players and gaming virtual. In MMORPG - massive online gaming multiplayer - no definition of goals, which are best achieved when using the division tasks and training for possible (sporadic) or constant (normal), with a strong representation symbolic and performative action that can be studied from the anthropology of performance. This research discusses the relationship between her and the MMORPG Asda Story called Brazil. Thus, we seek to identify the performative action and propose the use analytical anthropology of performance, from categories presented by Richard Schechner, which are: performer, intensity of performance, interactions the performer, full sequence of performance, transmission performative knowledge and performance evaluation. |