Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos

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2017-02-02

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Universidade Federal de Goiás

Resumo

This research aims to reflect on the growing importance that virtuality, as conceptualized by Baudrillard (1990; 1994; 2000), acquires within the cultural context of Postmodernity (LYOTARD, 1984; Bauman, 2007; LIPOVETSKY, 2007), widely understood by its researchers as the age of consumerism. The forms of experience, as conceptualized by Nietzsche (1998; 2000; 2004), that are possible under the scope of the real differ from those of the virtual due to the different nature of physical spaces and spaces of representation, according to Lefebvre (1991). With the advent of information technology, such as the mass media and the internet, since the end of the 19th century and the consequent increase in the presence of virtuality in daily life, the possibilities to experience gain a new dimension that is difficult to observe due to its subjective nature. To overcome this elusive aspect, we have adopted the use of electronic games as a tool of observation. Products of post-modern culture, we take them as cultural assets (GEERTZ, 1973) made of valuable speeches to the striking consumerism that takes place nowadays, as described by Bauman, that are able to enlighten the nature of virtual space with greater clarity than other media for its interactive and responsive nature. We seek to check the theoretical validity of our main hypothesis, that the technologically mediated contact with virtuality, an instance established by different kinds of experiences than that of the real, has resonance in culture, intensifying and accentuating its consumerist aspects because of the reciprocal dynamic between culture and cultural assets. In order to answering this question, we undertake a reflection on postmodern culture and the magnetism exerted by virtuality in its individuals, made evident by the commercial success of electronic games. We believe that its power of influence in this cultural context is connected to what we consider to be the consumerist utopia: to consume all of reality, translated into it simulacrum in the virtual space.

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PECCIN, Mauricio Pessoa. Cultura de consumo e virtualidade: problematização em torno dos jogos eletrônicos. 2017. 130 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Goiás, Goiânia, 2017.