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Motor Games Among Teenagers Immersed in Cyberculture
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Author(s): Almir Zandoná Júnior (Federal Institute of Goiás, Brazil), Raúl Eirín-Nemiña (Universidad de Santiago de Compostela, Spain)and Jesús Rodríguez Rodríguez (Universidad de Santiago de Compostela, Spain)
Copyright: 2022
Pages: 18
Source title:
Handbook of Research on Using Motor Games in Teaching and Learning Strategy
Source Author(s)/Editor(s): Pedro Gil-Madrona (University of Castilla-La Mancha, Spain)
DOI: 10.4018/978-1-7998-9621-0.ch023
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Abstract
This chapter arises from an excerpt of research with the aim of investigating the influences of cyberculture on bodily practices among adolescents and, in particular, investigating the characteristics of digital games that make up cyberculture. Therefore, a qualitative research is proposed, having as methodological procedure a bibliographical research based on classic references about games and about the characteristics of cyberculture. In this way, the chapter makes a qualitative overview of the development of cyberculture as an expression of our time, followed by how digital games are consolidated in contemporaneity, in order to point out the different theoretical lines that deal with digital games among teenagers. Therefore, the result of a bibliographical research, this chapter intends to present the discussions about games among teenagers who are inserted in the contemporary dynamics of virtualized culture.
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