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Between the living body and the lived body of the video game player.

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dc.publisher.country Brasil pt_BR
dc.publisher.initials UFCG pt_BR
dc.subject.cnpq Comunicação. pt_BR
dc.subject.cnpq Educação Física. pt_BR
dc.title Between the living body and the lived body of the video game player. pt_BR
dc.date.issued 2022
dc.description.abstract This 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.uri http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/37518
dc.date.accessioned 2024-08-27T23:14:32Z
dc.date.available 2024-08-27
dc.date.available 2024-08-27T23:14:32Z
dc.type Capítulo de Livro pt_BR
dc.subject Corpo pt_BR
dc.subject Video game pt_BR
dc.subject Living body pt_BR
dc.subject Lived body pt_BR
dc.subject Emersiology pt_BR
dc.subject Corpo vivo pt_BR
dc.subject Corpo vivido pt_BR
dc.subject Emersiologia pt_BR
dc.rights Acesso Aberto pt_BR
dc.creator ARAÚJO, Bruno Medeiros Roldão de.
dc.creator ROLDÃO, Michelle Mélo Gurjão.
dc.publisher Universidade Federal de Campina Grande pt_BR
dc.language eng pt_BR
dc.title.alternative Entre o corpo vivo e o corpo vivido do jogador de videogame. pt_BR
dc.identifier.citation ARAÚJO, 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/37518 pt_BR


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    Esta coleção, destina-se à publicação de capítulos de livros em separado, produzidos por membros da comunidade acadêmica do CDSA UFCG

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