Vol. 45 No. 2 (2024): Jogos, Cultura e Conhecimento na Contemporaneidade

Published: 2024-12-31

Apresentação

  • Games as pedagogical practices and artifacts of contemporary culture

    André Bocchetti, Julia Polessa Maçaira, Renata Schlumberger Schevisbiski
    165-170
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p165

Dossiê

  • The concept of play in Eugen Fink's "Oasis of Happiness"

    Manoel Cardeal da Costa Neto, Thauan Soares
    171-182
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p171
  • Technobodies: relations between bodies and technological devices and the becoming in a cybercultural context

    Margarita María Zapata López, Julia Castro Carvajal, Edilberto Hernández González
    183-194
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p183
  • "Sociology in Play": learning to learn and cooperating

    Marcela Marques Serrano, Maria Lúcia Martins Cordeiro, Mariana Piran Bom
    195-206
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p195
  • Active methodology in Sociology teaching: board RPG "Journey of the Forest Guardians - Playing with the Familiar and the Strange"

    Yannka Penha Moreira
    207-218
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p207
  • Between trophies and contempt: gender violence facilitated by technology against women in digital games

    Roni Costa Ferreira, Rejane Alves de Araújo
    219-230
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p219
  • Mage or support: hypersexualization and gender imperatives in the construction of female characters in League of Legends

    Soraya Madeira da Silva, Abner Oliveira Lopes da Silva, Pâmela da Silva Rocha
    231-244
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p231
  • Video games and gender performance: the cases of Assassin's Creed Valhalla and Cyberpunk 2077

    Everton Garcia da Costa, Daiane Carvalho, Laryssa Waltter, Nicolas Boldt
    245-258
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p245
  • Allegory, fabulation and narrativity in Final Fantasy VII

    Aluísio Ferreira de Lima, Soraya Madeira da Silva, Thiago Henrique Gonçalves Alves
    259-270
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p259
  • Games, society and learning: the development of "República em Jogo Digital" for the II Sociology Olympiad of the State of Rio de Janeiro

    Pamela Ketulin Mattos Gomes, Gabriela Almeida Kronemberger, Alexandre Gaudêncio Torres Pinto Júnior, Sarah Mattos Tabosa de Almeida
    271-284
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p271
  • RPG and Political Science teaching: the potential of their application in the classroom

    Rodrigo Mayer
    285-294
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p285
  • Playing with the body and moving meanings

    Samuel Barreto dos Santos, André Bocchetti
    295-306
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p295
  • Games and play: deconstruction of gender stereotypes in Physical Education classes in Elementary School

    Marluci Michele de Sousa, Márcia Cristina Rodrigues da Silva Coffani
    307-318
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p307
  • The experience with violent games: a qualitative study on electronic games

    Rafael Felipe Pires Leite, Edna Lúcia Tinoco Ponciano
    319-330
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p319
  • The use of games as a didactic resource by Sociology teachers in Minas Gerais

    Andreia dos Santos, Karina Junqueira Barbosa
    331-340
    DOI: https://doi.org/10.5433/1679-0383.2024v45n2p331