SILVA, A. S.; http://lattes.cnpq.br/3449970877871590; SILVA, Aristófanes Alexandre da.
Résumé:
With the emergence of digital technology in the last decades of the society has experienced innovative forms of socialization, both regional and global level, these forms of socialization influence many facets of everyday life especially in the identity formation of the individuals involved. Our job is to analyze the identity formation process and consequently the sociabilizantes actions of individuals, they establish connections in the online ambiences generating identity constructs: the characters. This qualitative research study, the participatory type, using interview technique and participant observation. For our study environment use the game Brazil Ragnarok Online, through twenty six interviews with the players, in addition, participant observation, this model has enabled us to actively interact within the ingame process. The survey data show us that the players establish socialization areas, where contact between the participants is guided at first by the needs within the game, changing later to a social groupings model where these contacts between players foster relations more duradoras that extend outside the game space, for both this study contributed to the creation of his theories, the paradox of choice directed and ciberlúdicos immersion cycles, the first articulates with the choices presented by game developers for players and the changes created by the players themselves, the second serves as mapping ingame stage and sociolizações inherent in this particular game. In this perspective we have developed elements that can help directly or indirectly future studies, and promote further research in the context to promote further development in this area of social and anthropological knowledge in digital networks.