Configuración de la subjetividad en la infancia, a través de los videojuegos
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The study is developed as a product of qualitative research with an ethnographic approach whose question is: How do videogames affect the configuration of subjectivities of a group of boys and girls between 9 and 10 years of age, students of the José Max León School? Assuming as main input the voices of children, who through their stories provide their knowledge and experience to elucidate the objectives, which were oriented to investigate the ways of relating to themselves and others, to be and take part in their world; identify practices, interests, likes and favorite internet games. This research reveals that videogames are an space for interaction not only with those who are online, but also permeate ways of thinking, being and acting with themselves and with others, in settings close to children such as school and the family.