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Vampiro: a máscara educando e formando identidades juvenis / Vampiro: a máscara educating and forming juvenile identites

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dc.creator Fabiano da Silva Silveira
dc.date 2007-01-01T00:00:00Z
dc.date.accessioned 2015-07-20T22:13:29Z
dc.date.available 2015-07-20T22:13:29Z
dc.identifier 0103-8842
dc.identifier 1982-9949
dc.identifier https://doaj.org/article/d5db05507f244c65aaedf6d6ac6ca356
dc.identifier.uri http://evidence.thinkportal.org/handle/123456789/16052
dc.description <div align="justify">Criados na metade dos anos 1970 nos Estados Unidos, os jogos de interpretação, ou role-playing games (RPG) vêm atraindo a atenção de muitas pessoas no mundo inteiro, formando legiões de jogadores aficionados pelo prazer de jogar e interpretar. O RPG assemelha-se ao teatro improvisado e, por se tratar de um jogo não-competitivo, promove o desenvolvimento de situações de cooperação, interação, criatividade e imaginação. Na Educação, os jogos de interpretação têm sido cada vez mais usados, com diferentes finalidades, entre elas, aquela de diversificar e tornar as aulas maisdinâmicas e interessantes. No entanto, pouco ou quase nada tem se discutido e questionado sobre as possíveis influências destes jogos na formação das identidades juvenis. O objetivo desse texto, portanto, é o de analisar um jogo de RPG em particular, o “Vampiro: A Máscara”, sob a ótica dos Estudos Culturais, e verificar quais aspossíveis marcas identitárias utilizadas pelos praticantes desse jogo.<br><br>Abstract The role-playing games (RPG) were created in the middle 1970’s in the United States, and since then, have been attracting the attention of several people throughout theworld, forming groups of players affectionated by the pleasure of playing and performing. The RPG is similar to improvised theater, and, as it is a non-competitive game, promotes the development of cooperation, interaction, creativity and imagination situations. In education, the role-playing games have been largely used for differentpurposes, such as to diversify and make classes more dynamic and interesting for students and teachers. However, very little or almost nothing has been discussed and questioned about the possible influences those games have in the formation of juvenile identities. Therefore, the purpose of this text is analyse one particular RPG game, “Vampiro: A Máscara”, under the point of view of Cultural Studies, and to check which possible identity marks have been used by the players of this game.</div>
dc.language Portuguese
dc.publisher Universidade de Santa Cruz do Sul
dc.relation http://online.unisc.br/seer/index.php/reflex/article/view/226/173
dc.relation https://doaj.org/toc/0103-8842
dc.relation https://doaj.org/toc/1982-9949
dc.source Reflexão & Ação, Vol 15, Iss 1, Pp 113-133 (2007)
dc.subject RPG
dc.subject Identidade
dc.subject Diferença
dc.subject Estudos Culturais
dc.subject Educação
dc.subject Identity
dc.subject Difference
dc.subject Cultural studies
dc.subject Education
dc.subject Education (General)
dc.subject L7-991
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Education (General)
dc.subject L7-991
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Education (General)
dc.subject L7-991
dc.subject Education
dc.subject L
dc.subject Education (General)
dc.subject L7-991
dc.subject Education
dc.subject L
dc.subject Education (General)
dc.subject L7-991
dc.subject Education
dc.subject L
dc.title Vampiro: a máscara educando e formando identidades juvenis / Vampiro: a máscara educating and forming juvenile identites
dc.type article


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