PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE
Keywords:
Leisure Activities, Digital Games, Staff Development, Professional Practice.Abstract
This article aims to analyze the relationship between training and professional performance in leisure related to digital games. As a methodology, the work was developed by bibliographical research, after surveying the material and textual analysis, thematic, interpretative and problematization. The discussions about digital games as leisure activities are considered as a field of disagreement, interfering significantly in the consolidation of new spaces. Digital games are entertainment practices, reaching great popularity as a recreational source worldwide. If the games were products aimed only at children and adolescents, they currently reach an audience of diverse ages and both sexes, requiring individual's different cultural competencies, such as connectivity, the ability to search, synthesize and disseminate information. Players are free to realize and create the teaching and learning arrangements that work best for each one. Thus, there is a new historical process in a different environment, characterized by a non-physical space or a non-virtual space. In this sense, we can affirm that professional training in leisure needs to extrapolate the horizons of research, rethink the curriculum in order to professionals act with new conceptions of the subject, considering social and technological transformations, in a democratic way.Downloads
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Published
2017-03-04
How to Cite
Stoppa, E. A., Paula, J. N. de, Moraes, Íbis A. P. de, & Bonifácio, D. C. (2017). PLAYFUL AND DIGITAL GAMES: REFLECTIONS ABOUT THE FORMATION AND PROFESSIONAL PERFORMANCE. Revista Brasileira De Estudos Do Lazer, 3(2), p.113–128. Retrieved from https://periodicos.ufmg.br/index.php/rbel/article/view/512
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Artigos Originais
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