The Cave : práticas de letramento entre jogadores na internet

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Morais, Ardalla Guimarães Oliveira
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Mato Grosso
Brasil
Instituto de Linguagens (IL)
UFMT CUC - Cuiabá
Programa de Pós-Graduação em Estudos de Linguagem
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://ri.ufmt.br/handle/1/197
Resumo: According to the perception realization that more and more people, including former students, university and work colleagues, and even family members appropriated to a digital games or video games and they did not mean just entertainment, but rather opportunities for literacy practices in which the participants propagate knowledge, beliefs and identities in their interactions, we understood that these are dealt with a contemporary cultural phenomenon that needed to be studied in the Linguistics context. Considering this scenario, this research aims to investigate the possible literacy practices experienced by users from contact with a computer game and were found in two different virtual environments. This work was theoretically supported, among others, in studies of multiliteracies (KNOBEL and LANKSHEAR, 2007, 2011), literacy and digital literacy (ROJO, 2009, 2012; BUZATO, 2003, 2008, 2012) and about video games, (GEE 2004, 2007; PRENSKY, 2001, 2006). The main question of guiding this research was: What literacy practices the game The Cave provided to the subjects studied and were found in both environments (Steam and Facebook)? The methodological approach adopted was an interpretative approach after the dialogue analysis through virtual interviews (BORTONI-RICARDO, 2008; FLICK, 2009), questionnaire and some posts by users in the investigated environments. From the recurring themes, the results may signal that contact with the chosen digital game allowed the emergence of various literacy practices, among which, some never imagined and related to a game.