A Nova Forma De Pensar O Jogo, Seus Valores E Suas Possibilidades
Bibliographic Data
| ID | 5912365 |
|---|---|
| Authors | Sílvia Cristina Franco Amaral (0000-0001-7708-7034, Universidade Estadual de Campinas (UNICAMP)), Gustavo Nogueira De Paula (Ministry of Education) |
| Year | 2007 |
| Volume | 10 |
| Issue | 2 |
| Publication date | 2007-09-13 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Pensar a Prática (JOURNAL) |
| Journal identifiers | ISSN: 1415-0505 • E-ISSN: 1980-6183 |
| Publisher | Universidade Federal de Goias (PUBLISHER • BR) |
| DOI | 10.5216/rpp.v10i2.1098 |
| OpenAlex | W1998617781 |
| Language | PT |
| Citations received | 2 |
Are videogames entertaining devices that serve only for workers and students’ relaxation while inputting consumer society values in them? Or do they present real game characteristics such as educational and leisure instruments that can help to develop an individual? In this essay we have tried to communicate with the two lines of thinking that answer this question, in an attempt to understand if these two lines are complimentary or mutually exclusive. We believe they do not exclude one another, provided that they are well explored and contextualized, which could contribute to the development of an individual on an educational process that focuses on leisure. KEYWORDS: electronic games – leisure – entertainment
Aesthetics · Entertainment · Epistemology · Political science · Sociology · Digital Games and Media · Engineering · Impact of Technology on Adolescents · Law · Philosophy · Physical Education and Sports Studies · Psychology · Social Psychology
| Citations per year | 0.2 |
|---|---|
| Citation span | 2016 - 2021 (6) |
| Highly cited | No |