This article analyzes the subjective impacts from new forms of interaction allowed by technological advances in the field of virtuality. Semi-structured interviews were conducted with six adults participants who had a character in online games with a complex virtual world. The methodology for the analysis of the interviews followed the thematic analysis of its content and winicottian psychoanalytic interpretations. It was found that creative activity inserted in these games allows a particular interaction between the subject and the character belonging to the virtual world, establishing itself as potency to constitute a potential space and the emergence of new processes of subjectivity.
CITATION STYLE
De Sordi Gregório, G., & Do Amparo, D. M. (2018). O BRINCAR E O ESPAÇO POTENCIAL NO AMBIENTE VIRTUAL. Agora (Brazil), 21(1), 71–82. https://doi.org/10.1590/1809-44142018001007
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