Adolescentes e jogos eletrônicos: racionalidade, submissão e resistência

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2014-02-25

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Universidade Federal de Goiás

Resumo

The objective of this work is to analyze the relationships that adolescents have with electronic games through the contradictory perspectives of submission and resistance. Such relationships are the object of study of this research and are taken as an illustration of forms of sociability instituted by capitalist materiality and rationality. Twenty twelve-year-old adolescents were interviewed and spoke about their relationship with electronic games. These included adolescents from high and low social classes, both male and female. This research is theoretically grounded in dialectical materialism and in the categories named rationality and contradiction. In the context of the rationality that organises the relations of production and influences subjectivity in capitalist societies, this thesis looks at the instrumental rationality in Adorno and Horkheimer, the technological rationality in Marcuse and the logic of operation of the Culture Industry. This work also presents considerations of the cultural construction of electronic games, especially in relation to playfulness, leisure, and toys and games in general. Submission, based on alienation and reification of subjectivity, and resistance, understood within the remit of criticism and emancipation, were also objects of theoretical analysis. The results of this research point to the contradiction between submission and resistance in the context of the relationships between adolescents and the rationality contained in electronic games. The constitutive nexuses of this contradiction are: the relationship between the rules and victory; changes in the functioning patterns of games; "being in and out" of the game; the understanding of creativity; the experience of emotions and sensations; the thought process in accordance with the logic of the market; and the understanding of the relationships between electronic games and social reality. Independent of class and gender variables, this research reveals that in the context of contradiction there is a predominance of submission over resistance. From this empirical research, illuminated by theory, emerges the possibility of emancipation through contradiction, since the rationality that takes hold of humans is a product of subjectivity objectified in reality. Finally we consider that consciousness reified in the name of the rationality of technique is a reality, but we also understand that the possibility of overcoming this rationality through the very rationality that one denies and questions is real. This means that electronic games, as an emblem of a rationality that instrumentalises human life, offer in their relationship with adolescents the possibility of overcoming their own rationality, that is, their own contradiction.

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GONÇALVES, Guillermo de Ávila. Adolescentes e jogos eletrônicos: racionalidade, submissão e resistência. 2014. 135 f. Tese (Doutorado em Educação) - Universidade Federal de Goiás, Goiânia, 2014.