ARAÚJO, Bruno Medeiros Roldão de.; QUEIROZ, Larissa Silva de.; ANDRIEU, Bernard.
Resumo:
he development and practice of video games fosters a
virtualization of the body and sport that promote new
bodily experiences and sensory. his 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. For the
research, the Emersiology was used with the purpose of
understanding how Science studies the way in which the
living body adapts the living body to the action. Took
place a qualitative descriptive ield research, in which
vídeo recordings were performed of eletronic game
practice Kinect Sports on Xbox 360 with Microsoft
Kinect, semi-structured interviews and application of
questionnaires with 17 social actors, in the age range
of 15 to 24 years of age, of both genders, of the Universidade Federal de Campina Grande, municipality of
Sumé, Paraíba, Brazil. Data were analyzed according
to descriptive statistics, using the IBM SPSS Program
(v.22.0) and contente analysis (Bardin, 2011). All the
ethical guidelines of research with human beings were
followed. Among the results 70.6% play with friends,
100% play in their homes, 66.5% download games over the internet and 47.1% prefer competition games.
he triangulation of the data discussed in light of the
emersiological theory demonstrated that the body culture
of movement it also develops through transformations
that the diferente virtual meanings of the body and sport
require of the subjects. It is concluded that the virtual
sports practice promotes na encounter of the emersive
gesture with the living body of the subject.