THE VIRTUALIZED BODY IN TECHNOLOGICAL RELATIONS WITH SPORTS IN VIDEO GAMES AND INFORMATIONAL MEDIA
收藏DataCite Commons2021-03-27 更新2024-07-27 收录
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https://scielo.figshare.com/articles/dataset/THE_VIRTUALIZED_BODY_IN_TECHNOLOGICAL_RELATIONS_WITH_SPORTS_IN_VIDEO_GAMES_AND_INFORMATIONAL_MEDIA/6503363/1
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ABSTRACT The sport and body representation in video games and sports telespectacles promotes reinterpretation of the body culture of movement. Given this scenario, the objective of this study was to identify and to analyze the media consumption related to sports virtualization and its subjective influence on body shaping. This was a descriptive, qualitative field study conducted on 50 students in the youth age range of 15-24 years from public high schools and college courses of the University of Pernambuco (UPE), Recife, PE, Brazil. The assessment was made using content analysis. The results indicate that the media sports virtualization is marked by spectacularized reproduction. This virtualization leads to the understanding of a multifaceted constitution of the body both in telespectacular sports and in body and/or virtual practice.
提供机构:
SciELO journals
创建时间:
2018-06-13



