Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação
Information technologies and microelectronics, through personal computers, Internet, email, among others tools, are undeniably creating changes in the dynamics of social relations and consequently modifying cultural elements of contemporary society. On the other hand we are confronted with an old fa...
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Universidade do Vale do Rio dos Sinos (UNISINOS)
2005
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oai:doaj.org-article:b61621d9bcc147528c2c626371eaf34a2021-11-11T15:41:57ZJogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação2177-6229https://doaj.org/article/b61621d9bcc147528c2c626371eaf34a2005-01-01T00:00:00Zhttp://www.redalyc.org/articulo.oa?id=93820813006https://doaj.org/toc/2177-6229Information technologies and microelectronics, through personal computers, Internet, email, among others tools, are undeniably creating changes in the dynamics of social relations and consequently modifying cultural elements of contemporary society. On the other hand we are confronted with an old fact of our civilization that still persists: war. This article discusses a situation where these two sets of historical events come together. By presenting a case study of a community formed by Brazilians called Brazilian Power, people who gather to play America¿s Army, an electronic game created by the United States Army, this article analyzes and tries to understand the culture of this organization and to disclose some of the cultural paradoxes resulting from new information technologies.Takeyoshi ImasatoZilá Pedroso MesquitaUniversidade do Vale do Rio dos Sinos (UNISINOS)articleorganizational culturecyberculturecomputermediated communicationelectronic gamesSocial SciencesHSocial sciences (General)H1-99PTCiências Sociais Unisinos, Vol 41, Iss 2, Pp 111-120 (2005) |
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organizational culture cyberculture computer mediated communication electronic games Social Sciences H Social sciences (General) H1-99 |
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organizational culture cyberculture computer mediated communication electronic games Social Sciences H Social sciences (General) H1-99 Takeyoshi Imasato Zilá Pedroso Mesquita Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
description |
Information technologies and microelectronics, through personal computers, Internet, email, among others tools, are undeniably creating changes in the dynamics of social relations and consequently modifying cultural elements of contemporary society. On the other hand we are confronted with an old fact of our civilization that still persists: war. This article discusses a situation where these two sets of historical events come together. By presenting a case study of a community formed by Brazilians called Brazilian Power, people who gather to play America¿s Army, an electronic game created by the United States Army, this article analyzes and tries to understand the culture of this organization and to disclose some of the cultural paradoxes resulting from new information technologies. |
format |
article |
author |
Takeyoshi Imasato Zilá Pedroso Mesquita |
author_facet |
Takeyoshi Imasato Zilá Pedroso Mesquita |
author_sort |
Takeyoshi Imasato |
title |
Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
title_short |
Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
title_full |
Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
title_fullStr |
Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
title_full_unstemmed |
Jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
title_sort |
jogos eletrônicos e cultura mediada por computadores: paradoxos culturais e organizacionais advindos das inovações em tecnologias de informação |
publisher |
Universidade do Vale do Rio dos Sinos (UNISINOS) |
publishDate |
2005 |
url |
https://doaj.org/article/b61621d9bcc147528c2c626371eaf34a |
work_keys_str_mv |
AT takeyoshiimasato jogoseletronicoseculturamediadaporcomputadoresparadoxosculturaiseorganizacionaisadvindosdasinovacoesemtecnologiasdeinformacao AT zilapedrosomesquita jogoseletronicoseculturamediadaporcomputadoresparadoxosculturaiseorganizacionaisadvindosdasinovacoesemtecnologiasdeinformacao |
_version_ |
1718434170687979520 |