<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1676-2592</journal-id>
<journal-title><![CDATA[ETD Educação Temática Digital]]></journal-title>
<abbrev-journal-title><![CDATA[ETD - Educ. Temat. Digit.]]></abbrev-journal-title>
<issn>1676-2592</issn>
<publisher>
<publisher-name><![CDATA[Universidade Estadual de Campinas - UNICAMP]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1676-25922019000300662</article-id>
<article-id pub-id-type="doi">10.20396/etd.v21i3.8649928</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[REFLEXÕES SOBRE OS JOGOS DIGITAIS SOB A PERSPECTIVA DA SOCIOLOGIA DA INFÂNCIA]]></article-title>
<article-title xml:lang="en"><![CDATA[REFLECTIONS ON DIGITAL GAMES FROM THE PERSPECTIVE OF SOCIOLOGY OF CHILDHOOD]]></article-title>
<article-title xml:lang="es"><![CDATA[REFLEXIONES SOBRE LOS JUEGOS DIGITALES DESDE LA PERSPECTIVA DE LA SOCIOLOGÍA DE LA INFANCIA]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Albuquerque]]></surname>
</name>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Kern]]></surname>
<given-names><![CDATA[Caroline]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade do Vale do Itajaí Escola de Artes, Comunicação e Hospitalidade ]]></institution>
<addr-line><![CDATA[Itajaí SC]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Faculdade Capivari  ]]></institution>
<addr-line><![CDATA[Capivari de Baixo SC]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>07</month>
<year>2019</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>07</month>
<year>2019</year>
</pub-date>
<volume>21</volume>
<numero>3</numero>
<fpage>662</fpage>
<lpage>673</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1676-25922019000300662&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1676-25922019000300662&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1676-25922019000300662&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO Os jogos digitais são objetos relativamente novos na história das infâncias e podem ser compreendidos através de diversos olhares. Neste artigo, levantamos quatro reflexões sobre os jogos digitais e crianças a partir de uma visão alinhada com a sociologia da infância. A primeira diz respeito ao estigma que recai sobre os jogos digitais por sua associação com o universo infantil por meio de uma visão adultocêntrica. A segunda descreve os jogos digitais como molduras para o brincar, consequentemente influenciadoras das formas com as quais as crianças aprendem e se inserem no universo cultural mais amplo. Discutimos, nesse contexto, não apenas as possibilidades dos jogos digitais influenciarem as crianças, mas também de contestarem e reconstruírem seus significados, interagindo ativamente com esses elementos culturais. A terceira problematiza a noção de geração game, destacando a heterogeneidade das gerações. A quarta ressalta a importância dos estudos acadêmicos escutarem mais as vozes das crianças ao se discutir as relações dos jogos digitais com as infâncias. As reflexões do texto têm o objetivo de enriquecer as discussões tanto nos campos de estudo dos jogos digitais quanto no das infâncias, levantando aspectos que merecem ser pensados com mais profundidade e problematizando o papel do adulto nas relações das crianças com os jogos digitais.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT Digital games are considerably new artifacts in the history of childhood and they can be understood from various perspectives. In this article, we reflect on digital games and children from the perspective of the sociology of childhood. The first reflection encompasses the stigma suffered by digital gamers due to the symbolic relation between games and children, mediated by an adultcentric view. The second describes digital games as framing structures for play, consequently influencing the ways children are initiated in their culture. We discuss, thus, not only the potential influences of digital gaming, but also children&#8217;s possibilities to transgress and construct their own meanings, actively interacting with those cultural artifacts. The third problematizes the notion of &#8216;game generation&#8217;, highlighting the heterogeneity of each generation. The fourth emphasises the importance of listening to children&#8217;s voices in academic research when games and childhood are addressed. The reflections aim to enrich the academic discussions, both in the field of digital games and in the field of childhood, raising elements which deserve further and deeper attention and problematizing the role of adults in the relations between children and digital games.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Los juegos digitales son artefactos considerablemente nuevos en la historia de la infancia y pueden entenderse desde varias perspectivas. En este artículo, reflexionamos sobre los juegos digitales y los niños desde la perspectiva de la sociología de la infancia. La primera reflexión abarca el estigma sufrido por los jugadores digitales debido a la relación simbólica entre los juegos y los niños, mediada por una visión centrada en el adulto. El segundo describe los juegos digitales como estructuras de encuadre para el juego, influyendo en consecuencia en las formas en que los niños se inician en su cultura. Discutimos, por lo tanto, no solo las influencias potenciales de los juegos digitales, sino también las posibilidades de los niños de transgredir y construir sus propios significados, interactuando activamente con esos artefactos culturales. El tercero problematiza la noción de "generación de juegos", destacando la heterogeneidad de cada generación. El cuarto enfatiza la importancia de escuchar las voces de los niños en la investigación académica cuando se abordan los juegos y la infancia. Las reflexiones apuntan a enriquecer las discusiones académicas, tanto en el campo de los juegos digitales como en el campo de la infancia, al elevar elementos que merecen una mayor y más profunda atención y problematizar el papel de los adultos en las relaciones entre los niños y los juegos digitales.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogos digitais]]></kwd>
<kwd lng="pt"><![CDATA[Sociologia da infância]]></kwd>
<kwd lng="pt"><![CDATA[Brincar]]></kwd>
<kwd lng="pt"><![CDATA[Criança]]></kwd>
<kwd lng="pt"><![CDATA[Adultocentrismo]]></kwd>
<kwd lng="en"><![CDATA[Digital games]]></kwd>
<kwd lng="en"><![CDATA[Sociology of Childhood]]></kwd>
<kwd lng="en"><![CDATA[Playfulness]]></kwd>
<kwd lng="en"><![CDATA[Child]]></kwd>
<kwd lng="en"><![CDATA[Adultcentrism]]></kwd>
<kwd lng="es"><![CDATA[Juegos digitales]]></kwd>
<kwd lng="es"><![CDATA[Sociología de la infancia]]></kwd>
<kwd lng="es"><![CDATA[Alegría]]></kwd>
<kwd lng="es"><![CDATA[Niño]]></kwd>
<kwd lng="es"><![CDATA[Adultcentrismo]]></kwd>
</kwd-group>
</article-meta>
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<article-title xml:lang=""><![CDATA[Who plays, how much, and why? A behavioral player census of a virtual world]]></article-title>
<source><![CDATA[New Media &amp; Society]]></source>
<year>2009</year>
<volume>11</volume>
<numero>5</numero>
<issue>5</issue>
</nlm-citation>
</ref>
</ref-list>
</back>
</article>
