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
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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.