ARAÚJO, Bruno Medeiros Roldão de.; FREITAS, Clara Maria Silvestre Monteiro de.
Résumé:
Understanding that the body knows itself through the expression of the living body in
the lived body based on the Emersiology, this research aimed to know the processes
by which mechanical and informational technologies constituted in the form of video
games act in the body culture of movement. A descriptive qualitative i eld research was
carried out through semi-structured interviews with 50 social actors in the youth age
group of the public high school and college at University of Pernambuco - UPE, Recife,
Brazil. The information was handled through the Content Analysis. The data enabled
the creation of categorical analytical framework, which presented as its main category
the “corporal/sportive learning by imitation”. It is concluded that in the process of body
virtualization, the body remains the center of the perceptive process, in which immersive
arts bring out the essence of the body’s “iceberg”.