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Previous issue date: 2013-11-29 === The growth of digital games in the world open many possibilities of use of digital
media. This work intends to analyze how digital games can collaborate on the
interaction between the elderly and the communication with the world, the
elderly and the elderly with other generations (born in the digital age). From the
question "The digital games as a space for interaction and communication can
contribute to increased quality in the communication of the elderly to society?".
The research developed in this work will be created in dialogue and with
multiple authors who write about games and communication, highlighting
authors Huizinga (2001), Calois (1990), Branco (2011), Pinheiro (2007) Gularte
(2010), Xavier (2010), besides other important authors for this work such as
Campbell (2007), Mcluhan (2007), Murray (2003), Morin (2000; 2008; 2011),
Teilhard de Chardin (2006) e Barbosa Filho e Castro (2008), The age will be
based on the work of Beauvoir (1990) and his thoughts on the aging process.
Morin (2005) is also one of the authors on the ageing in modern society, the
difficulties of the elderly at a time of new valuation and consequently the
devaluation which are deemed obsolete. Other authors who bring significant
works in the old theme as Shirmacher (2005), Faleiros and Loure??o (2005) and
Debert (2004) provide information to learn more about the subject, enabling
reflection about points of analysis. The concept of Noosphere of Morin (2008)
and Teilhard de Chardin (2006) the author will explain about the creation of the
concept of ludosfera as a playful space, birthplace of beings of costumes, the
characters of the games that inhabit the imagination of children, youth, adults
and seniors. Of texts and reports of references will be deducted points over the
rescue of communication and quality of life of older people who use digital
games. === O crescimento dos jogos digitais no mundo abrem muitas possibilidades de
utiliza????o nessa m??dia interativa. Neste trabalho pretende-se analisar como os
jogos digitais podem colaborar na intera????o entre idosos e a comunica????o, dos
idosos com o mundo e dos idosos com as outras gera????es (os chamados
nascidos na era digital). A partir da pergunta ???Os jogos digitais como espa??o de
intera????o e comunica????o podem colaborar com o aumento da qualidade na
comunica????o do idoso com a sociedade????. A pesquisa desenvolvida nesse
trabalho ser?? bibliogr??fica e dialogar?? com v??rios autores que escrevem sobre
jogos e Comunica????o, destacando os autores Huizinga(2001), Callois (1990),
Branco (2011), Pinheiro (2007) Gularte (2010),Xavier (2010), al??m de outros
autores tamb??m importantes para este trabalho tais como,Campbell (2007),
Mcluhan (2007), Murray (2003), Morin (2000;2008;2011),Teilhard de Chardin
(2006) e ), Barbosa Filho e Castro (2008),. O envelhecer ter?? como base o
trabalho de Beauvoir(1990) e seu pensamento sobre o processo do
envelhecimento. Morin(2005) tamb??m ser?? um dos autores sobre o envelhecer
na sociedade moderna, as dificuldades dos idosos numa ??poca de valoriza????o
do novo e consequentemente desvaloriza????o do que se considera obsoleto.
Outros autores que trazem trabalhos significativos no tema velhice como
Shirmacher (2005), Faleiros e Loure??o (2005) e Debert (2004) fornecer??o
informa????es para conhecer mais sobre o assunto, possibilitando reflex??o sobre
pontos de an??lise. Do conceito de Noosfera do Morin (2008) e Teilhard de
Chardin (2006) a autora explicar?? sobre a cria????o do conceito de ludosfera
como um espa??o do l??dico, nascedouro dos seres das fantasias, dos
personagens dos jogos que habitam o imagin??rio de crian??as, jovens, adultos e
idosos. Dos textos e relatos das refer??ncias ser??o deduzidos pontos sobre o
resgate da comunica????o e qualidade de vida dos idosos que utilizam jogos
digitais.
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