Dissertação/Mestrado: O transbordamento do lúdico e da biopolítica em jogos Massive Multiplayer Online: um estudo sobre o World of Warcraft. (Artur Alves de Oliveira Chagas) - 2010
Os jogos eletrônicos denominados Massive Multiplayer Online, nos quais milhares de pessoas
podem estar conectadas simultaneamente, são tomados como exemplo atual de jogos
coletivos. A partir da análise biopolítica de Michel Foucault, são investigadas as construções
identitárias individuais, os papéis sociais e compromissos assumidos com outros jogadores e
as aprendizagens e disciplinas reforçadas em tais jogos, tomando como referência o jogo
World of Warcraft, o mais popular do gênero, atualmente. O trabalho de campo foi realizado
com jogadores e com os websites oficiais do jogo selecionado, por onde circulam os regimes
de verdades que aqui nos interessam. A cibercultura é compreendida, neste trabalho, como
condição da engenharia social que reconfigura as distâncias e limites físicos e temporais,
reforçando modos de sujeição sempre mais individualizados e referenciados por discursos de
agrupamentos espraiados. O tipo de jogo analisado neste trabalho, além de tornar-se popular
por empregar instrumentos e práticas próprias das novas tecnologias eletrônicas, favorece a
análise de que as formas de governo e de controle sobre a vida estejam cada vez mais
apuradas, transbordando por todos os planos da existência. Tal análise possibilita a
problematização de discursos científicos, principalmente na última década, a respeito das
práticas entre sujeitos, envolvendo jogos eletrônicos, e principalmente quando se referem às
práticas em educação e aprendizagem.
Palavras-chave: Foucault, Michel; Jogos eletrônicos; Jogos de computador; Ensino e aprendizagem.
ABSTRACT
The segment of computer games called Massively Multiplayer Online, in which thousands of people can be connected simultaneously, are taken as examples of current collective games. From the analysis of Michel Foucault's biopolitics, are investigated the identity constructions of individuals, social roles and commitments with other players and the learning and disciplines reinforced in such games, with reference to the game World of Warcraft, the most popular of this genre, today. The fieldwork was carried out with players and with the official websites of the selected game, through which the regimes of truths that concern us here. Cyberculture is understood in this work as a condition of social engineering that reconfigures the distances and the physical and temporal boundaries, reinforcing ways of subjection ever more individualized and referenced by speeches of sprawling groups. The type of game considered in this work, in addition to become popular by employing tools and practices peculiar to the new electronic technologies, favors the analysis that the forms of government and control over life are increasingly refined, overflowing by all planes of existence. Such analysis allows the questioning of scientific discourse, mainly in the last decade, about practices among subjects involving games, and mainly when referring to practices in education and learning.
Keywords: Foucault, Michel; Electronic games; Computer games; Teaching and learning.
Dropbox
Dissertação na íntegra aqui.
Palavras-chave: Foucault, Michel; Jogos eletrônicos; Jogos de computador; Ensino e aprendizagem.
ABSTRACT
The segment of computer games called Massively Multiplayer Online, in which thousands of people can be connected simultaneously, are taken as examples of current collective games. From the analysis of Michel Foucault's biopolitics, are investigated the identity constructions of individuals, social roles and commitments with other players and the learning and disciplines reinforced in such games, with reference to the game World of Warcraft, the most popular of this genre, today. The fieldwork was carried out with players and with the official websites of the selected game, through which the regimes of truths that concern us here. Cyberculture is understood in this work as a condition of social engineering that reconfigures the distances and the physical and temporal boundaries, reinforcing ways of subjection ever more individualized and referenced by speeches of sprawling groups. The type of game considered in this work, in addition to become popular by employing tools and practices peculiar to the new electronic technologies, favors the analysis that the forms of government and control over life are increasingly refined, overflowing by all planes of existence. Such analysis allows the questioning of scientific discourse, mainly in the last decade, about practices among subjects involving games, and mainly when referring to practices in education and learning.
Keywords: Foucault, Michel; Electronic games; Computer games; Teaching and learning.
Dropbox
Dissertação na íntegra aqui.
Fonte: http://www.teses.usp.br/teses/disponiveis/48/48134/tde-30082010-104541/pt-br.php
(Acesso em 27/05/2012)