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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Autores principales: Takeyoshi Imasato, Zilá Pedroso Mesquita
Formato: article
Lenguaje:PT
Publicado: Universidade do Vale do Rio dos Sinos (UNISINOS) 2005
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H
Acceso en línea:https://doaj.org/article/b61621d9bcc147528c2c626371eaf34a
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spelling 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)
institution DOAJ
collection DOAJ
language PT
topic organizational culture
cyberculture
computer
mediated communication
electronic games
Social Sciences
H
Social sciences (General)
H1-99
spellingShingle 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
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