Motor Games Among Teenagers Immersed in Cyberculture

  1. Almir Zandoná Júnior
  2. Raúl Eirín-Nemiña
  3. Jesús Rodríguez Rodríguez
Book:
Handbook of Research on Using Motor Games in Teaching and Learning Strategy

Publisher: IGI Global

ISSN: 2329-5929 2329-5937

ISBN: 9781799896210 9781799896227

Year of publication: 2022

Type: Book chapter

DOI: 10.4018/978-1-7998-9621-0 GOOGLE SCHOLAR lock_openOpen access editor

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.