dc.contributorJesus, Danie Marcelo de
dc.contributorhttp://lattes.cnpq.br/5826176151112581
dc.contributorJesus, Danie Marcelo de
dc.contributor545.376.571-20
dc.contributorhttp://lattes.cnpq.br/5826176151112581
dc.contributorCarbonieri, Divanize
dc.contributor178.171.138-07
dc.contributorhttp://lattes.cnpq.br/0788015091466520
dc.contributor545.376.571-20
dc.contributorZacchi, Vanderlei José
dc.contributor076.791.648-43
dc.contributorhttp://lattes.cnpq.br/4371391097248165
dc.date.accessioned2015-04-30
dc.date.accessioned2017-02-08T14:33:44Z
dc.date.accessioned2022-10-12T18:14:10Z
dc.date.available2015-04-30
dc.date.available2017-02-08T14:33:44Z
dc.date.available2022-10-12T18:14:10Z
dc.date.created2015-04-30
dc.date.created2017-02-08T14:33:44Z
dc.date.issued2015-04-30
dc.identifierMORAIS, Ardalla Guimarães Oliveira. The Cave: práticas de letramento entre jogadores na internet. 2015. 108 f. Dissertação (Mestrado em Estudos de Linguagem) - Universidade Federal de Mato Grosso, Instituto de Linguagens, Cuiabá, 2015.
dc.identifierhttp://ri.ufmt.br/handle/1/197
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/4092063
dc.description.abstractAccording to the perception realization that more and more people, including former students, university and work colleagues, and even family members appropriated to a digital games or video games and they did not mean just entertainment, but rather opportunities for literacy practices in which the participants propagate knowledge, beliefs and identities in their interactions, we understood that these are dealt with a contemporary cultural phenomenon that needed to be studied in the Linguistics context. Considering this scenario, this research aims to investigate the possible literacy practices experienced by users from contact with a computer game and were found in two different virtual environments. This work was theoretically supported, among others, in studies of multiliteracies (KNOBEL and LANKSHEAR, 2007, 2011), literacy and digital literacy (ROJO, 2009, 2012; BUZATO, 2003, 2008, 2012) and about video games, (GEE 2004, 2007; PRENSKY, 2001, 2006). The main question of guiding this research was: What literacy practices the game The Cave provided to the subjects studied and were found in both environments (Steam and Facebook)? The methodological approach adopted was an interpretative approach after the dialogue analysis through virtual interviews (BORTONI-RICARDO, 2008; FLICK, 2009), questionnaire and some posts by users in the investigated environments. From the recurring themes, the results may signal that contact with the chosen digital game allowed the emergence of various literacy practices, among which, some never imagined and related to a game.
dc.publisherUniversidade Federal de Mato Grosso
dc.publisherBrasil
dc.publisherInstituto de Linguagens (IL)
dc.publisherUFMT CUC - Cuiabá
dc.publisherPrograma de Pós-Graduação em Estudos de Linguagem
dc.rightsAcesso Aberto
dc.titleThe Cave : práticas de letramento entre jogadores na internet
dc.typeTesis


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