War Videogames and the Damaged Education

被引:0
|
作者
Oliveira Guimaro, Maria Luiza [1 ,2 ,3 ]
Soares Zuin, Antonio Alvaro [4 ,5 ,6 ,7 ]
机构
[1] Unimep SP, Filosofia Psicanalise, Filosofia Educ, Piracicaba, SP, Brazil
[2] UFSCar SP, Programa Po Grad Fundamentos Educ, Bolsista CAPES, Sao Carlos, SP, Brazil
[3] Bolsista CAPES, Brasilia, DF, Brazil
[4] Bolsista Produtividade Pesquisa ID, Rio Grande do Sul, RS, Brazil
[5] Unicamp SP, Educ, Campinas, SP, Brazil
[6] Univ Leipzig, Fundamentos Educ, Pos Doutorado Filosofia Edu, Leipzig, Germany
[7] UFSCar SP, Sao Carlos, SP, Brazil
来源
COMUNICACOES | 2009年 / 16卷 / 02期
关键词
CRITICAL THEORY; VIRTUAL GAMES; TEENAGERS; SEMIFORMATION;
D O I
10.15600/2238-121X/comunicacoes.v16n2p85-94
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This article intends to explore the technological process of virtual games as a virtuous and powerful branch of the strategic and market interests in the contemporary cultural industry as well as for semiformation, focusing on the damage in the educational experience in teenagers' compulsive adeherance to war games. To build this scenario, we articulate an analyses of eulogistical discourses spread by the media about the young people's involvement with videogames, according to the theoretical concepts of the Critical Theory of Society. At the same time, these concepts seem to point out that the blind search for heroes leads us to a repetitive compulsive behavior. And because these idols do not fulfill their identification needs, they insist on this never ending quest.
引用
收藏
页码:85 / 94
页数:10
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