<?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>1984-7114</journal-id>
<journal-title><![CDATA[Contrapontos]]></journal-title>
<abbrev-journal-title><![CDATA[Contrapontos]]></abbrev-journal-title>
<issn>1984-7114</issn>
<publisher>
<publisher-name><![CDATA[Univali]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1984-71142025000100102</article-id>
<article-id pub-id-type="doi">10.14210/contrapontos.v25n1.p17-30</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[POTENCIALIDADES DOS JOGOS ELETRÔNICOS PARA O ENSINO DE SOCIOLOGIA]]></article-title>
<article-title xml:lang="en"><![CDATA[POTENTIAL OF ELECTRONIC GAMES FOR TEACHING SOCIOLOGY]]></article-title>
<article-title xml:lang="es"><![CDATA[POTENCIAL DE LOS JUEGOS ELECTRÓNICOS PARA LA ENSEÑANZA DE LA SOCIOLOGÍA]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Costa]]></surname>
<given-names><![CDATA[Everton Garcia da]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade Federal do Rio Grande do Sul Instituto de Filosofia e Ciências Humanas ]]></institution>
<addr-line><![CDATA[Porto Alegre RS]]></addr-line>
<country>Brasil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>01</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>01</month>
<year>2025</year>
</pub-date>
<volume>25</volume>
<numero>1</numero>
<fpage>17</fpage>
<lpage>30</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1984-71142025000100102&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1984-71142025000100102&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1984-71142025000100102&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo: Os jogos eletrônicos apresentaram um enorme crescimento nas últimas duas décadas, o que é evidenciado pelo número massivo de jogadores, bem como pelas quantias exorbitantes de dinheiro movimentadas anualmente pela indústria de games ao redor do globo. Hoje, cinco décadas após o seu surgimento, os videogames estão no centro da cultura pop. Desse modo, diante do papel central que os games ocupam nas sociedades contemporâneas, como produtos simbólicos consumidos por pessoas das mais diversas realidades socioeconômicas e culturais, este artigo tem por objetivo refletir sobre as potencialidades do uso dos videogames ao ensino de sociologia. Mais precisamente, o intuito foi refletir sobre como professores de sociologia podem usar os jogos para abordar temas presentes nos currículos da disciplina.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: Electronic games have shown huge growth in the last two decades, which is evidenced by the massive number of players, as well as the exorbitant amounts of money moved annually by the games industry around the globe. Today, five decades after their emergence, video games are at the center of pop culture. Therefore, given the central role that games play in contemporary societies, as symbolic products consumed by people from the most diverse socioeconomic and cultural backgrounds, this article aims to reflect on the potential of using video games to teach sociology. More precisely, the aim was to reflect on how sociology teachers can use games to address themes present in the discipline's curricula.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: Los juegos electrónicos han mostrado un enorme crecimiento en las últimas dos décadas, lo que se evidencia en la enorme cantidad de jugadores, así como en las exorbitantes cantidades de dinero que mueve anualmente la industria de los juegos en todo el mundo. Hoy, cinco décadas después de su aparición, los videojuegos están en el centro de la cultura pop. Por tanto, dado el papel central que juegan los juegos en las sociedades contemporáneas, como productos simbólicos consumidos por personas de los más diversos orígenes socioeconómicos y culturales, este artículo pretende reflexionar sobre el potencial del uso de los videojuegos para enseñar sociología. Más precisamente, el objetivo era reflexionar sobre cómo los profesores de sociología pueden utilizar los juegos para abordar temas presentes en los planes de estudio de la disciplina.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogos eletrônicos]]></kwd>
<kwd lng="pt"><![CDATA[Ensino de sociologia]]></kwd>
<kwd lng="pt"><![CDATA[Ferramentas de aprendizagem]]></kwd>
<kwd lng="en"><![CDATA[Electronic games]]></kwd>
<kwd lng="en"><![CDATA[Teaching sociology]]></kwd>
<kwd lng="en"><![CDATA[Learning tools]]></kwd>
<kwd lng="es"><![CDATA[Juegos electrónicos]]></kwd>
<kwd lng="es"><![CDATA[Enseñanza de la sociología]]></kwd>
<kwd lng="es"><![CDATA[Herramientas de aprendizaje]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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