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Master's Dissertation
DOI
https://doi.org/10.11606/D.8.2014.tde-11062015-155920
Document
Author
Full name
Guilherme Pinho Meneses
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2015
Supervisor
Committee
Marras, Stelio Alessandro (President)
Magnani, Jose Guilherme Cantor
Rifiotis, Theophilos
Title in Portuguese
Videogame é droga? Controvérsias em torno da dependência de jogos eletrônicos
Keywords in Portuguese
Controvérsia
Dependência
Drogas
Teoria ator-rede
Videogames
Abstract in Portuguese
O objetivo geral deste trabalho é cartografar as práticas e experiências que ancoram os discursos dos diversos actantes em torno da questão da dependência de videogames. O intuito é simular, ainda que de forma provisória, um parlamento das coisas (LATOUR, 1994) acerca dos debates sobre o assunto. Por meio de uma investigação das práticas e discursos de atores humanos e não-humanos, desfazendo as fronteiras entre os chamados mundos reais e virtuais, pretende-se, então, descrever as suas relações em rede. Neste sentido, aqui há uma inversão em relação à maioria dos estudos sobre o tema: o vício não é entendido como uma explicação, mas exatamente o que precisa ser explicado.
Title in English
Is videogame a drug? Controversies surrounding the electronic games addiction
Keywords in English
Addiction
Anthropology of science
Video game
Virtuality
Abstract in English
The effort to be undertaken in this research will be mapping the practices of the various agents around the issue of video game addiction by investigating the manner in which the rhetoric of drug addiction works in the social regulation of the use of electronic games. In this sense, well map the varied semantics of notions, categories or concepts of dependence and addiction, such as enunciated and practiced by the various individuals involved in the controversy: the players themselves (in its multiple gaming environments such as home, school or work), parents or people close to these players, the games industry professionals, scientists from different fields (psychiatry, psychotherapy, education, game studies), politicians, laws and news. Through the analysis of practices and discourses of the actors, articulating the dimensions of the so-called "real" world and the virtual worlds, without, however, falling into an asymmetrical dichotomy between true and false, we intend to understand the meanings of their relationships with videogames.
 
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Publishing Date
2015-06-11
 
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