WORLD OF WARCRAFT AS LEISURE: SOCIABILITY AND CONFLICT IN CYBERSPACE.

Authors

  • Leoncio José de Almeida Reis UFPR
    • Fernando Renato Cavichiolli UFPR

      DOI:

      https://doi.org/10.22456/1982-8918.43433

      Keywords:

      Games, leisure, sociability, violence.

      Abstract

       World of Warcraft is a digital game very well-known and played worldwide. In the virtual world of the game, thousands of people connected to the internet come together to interact, relate and share the experience of playing. This text is a summary of the main findings of ethnographic research that addressed the gameas a practical leisure and from the perspective of the players. Among the main topics discussed are issues related to performance, competition, sociability and violence.

       

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      Author Biographies

      Leoncio José de Almeida Reis, UFPR

      Doutor em Educação Física (UFPR). Professor do curso de Gestão Desportiva e de Lazer (UFPR Litoral).

      Fernando Renato Cavichiolli, UFPR

      Pós-Doutorado pela Faculdade de Ciencias do Desporto e Educação Física-UC. Doutor em Educação (UNIMEP). Professor do curso de mestrado e doutorado em Educação Física (UFPR).

      Published

      2014-05-29

      How to Cite

      REIS, Leoncio José de Almeida; CAVICHIOLLI, Fernando Renato. WORLD OF WARCRAFT AS LEISURE: SOCIABILITY AND CONFLICT IN CYBERSPACE. Movimento, [S. l.], v. 20, n. 3, p. 1083–1109, 2014. DOI: 10.22456/1982-8918.43433. Disponível em: https://seer.ufrgs.br/index.php/Movimento/article/view/43433. Acesso em: 30 aug. 2026.

      Issue

      Section

      Original Articles

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