Please use this identifier to cite or link to this item: http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/37518
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DC FieldValueLanguage
dc.publisher.countryBrasilpt_BR
dc.publisher.initialsUFCGpt_BR
dc.subject.cnpqComunicação.pt_BR
dc.subject.cnpqEducação Física.pt_BR
dc.titleBetween the living body and the lived body of the video game player.pt_BR
dc.date.issued2022-
dc.description.abstractThis study seeks for an aesthetic and esthesiological of the player subject body of video games. For this purpose, it is based on emersiological theory suggested by philosopher Bernard Andrieu (2014, 2016), in subjectivation and empathy theory proposed by Serge Tisseron (2013) as well as on theories about Virtualization of Pierre Lévy (1995) and Gilles Deleuze (1996). Emersiology emerges as a new field of philosophy, mainly connected to studies of the body and its aesthetic manifestations of movement, such as dance, among others. lt seeks to understand the discontinuity between the so-called “living body” and “lived body”, taking a starting point from the argument of delay of 450 milliseconds (ms) existing between the work of the brain and the nerve transmission to consciousness, the living body's perception capacity. In other words, the lived body is always lagging in face of the living body. Lived body is the one embodied with senses and meanings, the body constructed socioculturally, which endorses a history, a meaning of conscious and unconscious movement. lt would be the motricity, Virtuality (in potentiality). The Living body, on the other hand, can be interpreted as the current body, which performs its driving action at this precise moment. It would be the mobility of current time of its performance and updating (result of potentiality).pt_BR
dc.identifier.urihttp://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/37518-
dc.date.accessioned2024-08-27T23:14:32Z-
dc.date.available2024-08-27-
dc.date.available2024-08-27T23:14:32Z-
dc.typeCapítulo de Livropt_BR
dc.subjectCorpopt_BR
dc.subjectVideo gamept_BR
dc.subjectLiving bodypt_BR
dc.subjectLived bodypt_BR
dc.subjectEmersiologypt_BR
dc.subjectCorpo vivopt_BR
dc.subjectCorpo vividopt_BR
dc.subjectEmersiologiapt_BR
dc.rightsAcesso Abertopt_BR
dc.creatorARAÚJO, Bruno Medeiros Roldão de.-
dc.creatorROLDÃO, Michelle Mélo Gurjão.-
dc.publisherUniversidade Federal de Campina Grandept_BR
dc.languageengpt_BR
dc.title.alternativeEntre o corpo vivo e o corpo vivido do jogador de videogame.pt_BR
dc.identifier.citationARAÚJO, Bruno Medeiros Roldão de; ROLDÃO, Michelle Mélo Gurjão. Between the living body and the lived body of the video game player. In: LECOCQ, G.; ANDRIEU, B.; AGOSTINUCCI, M.; LORENTE, D.; LEGENDRE, A. (Org.). Aux frontières du phénomène sportif : Des temps de métamorphoses, des espaces de résonances. At the Borders of the Sports Phenomenon: Times of Metamorphoses and Resonance Spaces. 1ed. Paris: LHarmattan, 2022, v. , p. 117-125. Disponível em: http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/37518pt_BR
Appears in Collections:Capítulos de Livros - CDSA

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