L’émersiologie et les processus de virtualisation corporelle dans les jeux vidéo et des télé-spectacles sportifs.

he development and practice of video games fosters a virtualization of the body and sport that promote new bodily experiences and sensory. his research aimed to know the processes by which mechanical and informational technologies constituted in the form of video games act in the body culture of mov...

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Detalles Bibliográficos
Autores: ARAÚJO, Bruno Medeiros Roldão de., QUEIROZ, Larissa Silva de., ANDRIEU, Bernard.
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:Brasil
Institución:Universidade Católica de Brasília (UCB)
Repositorio:Repositório Institucional da UCB
Idioma:francés
OAI Identifier:oai:localhost:riufcg/35665
Acceso en línea:http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/35665
Access Level:acceso abierto
Palabra clave:Corps humain
Immersiologie
Virtualisation du corps
Jeu vidéo
Human Body
Immersiology
Body Virtualization
Video game
Corpo humano
Imersiologia
Virtualização corporal
Jogo de vídeo
Educação Física.
Descripción
Sumario:he development and practice of video games fosters a virtualization of the body and sport that promote new bodily experiences and sensory. his research aimed to know the processes by which mechanical and informational technologies constituted in the form of video games act in the body culture of movement. For the research, the Emersiology was used with the purpose of understanding how Science studies the way in which the living body adapts the living body to the action. Took place a qualitative descriptive ield research, in which vídeo recordings were performed of eletronic game practice Kinect Sports on Xbox 360 with Microsoft Kinect, semi-structured interviews and application of questionnaires with 17 social actors, in the age range of 15 to 24 years of age, of both genders, of the Universidade Federal de Campina Grande, municipality of Sumé, Paraíba, Brazil. Data were analyzed according to descriptive statistics, using the IBM SPSS Program (v.22.0) and contente analysis (Bardin, 2011). All the ethical guidelines of research with human beings were followed. Among the results 70.6% play with friends, 100% play in their homes, 66.5% download games over the internet and 47.1% prefer competition games. he triangulation of the data discussed in light of the emersiological theory demonstrated that the body culture of movement it also develops through transformations that the diferente virtual meanings of the body and sport require of the subjects. It is concluded that the virtual sports practice promotes na encounter of the emersive gesture with the living body of the subject.