RESUMOAo conceber-se esta pesquisa, levou-se em consideração que cada ser humano aprende do seu modo pessoal e único, portanto, a proposta é pensar os videogames na sua relação com o Paradigma da Complexidade. Esta pesquisa teve como objetivo proporcionar um ambiente de encontro com diversos jogos de videogame, buscando instaurar a experimentação do novo, a abertura para o conhecer, ao habitar espaços inventivos, que valorizam a plasticidade e flexibilidade. Trata-se de uma pesquisa qualitativa, pois se propôs a trabalhar com os aspectos subjetivos como uma dimensão inseparável do conhecer. Foram 8 sujeitos de pesquisaadolescentes -com os quais foram realizados 15 encontros, nos quais os mesmos estiveram em contato com diversos jogos de videogame. Foram utilizados diários de bordo para o registro das vivências, ancorados na metodologia cartográfica para tratamento dos registros. Os videogames propiciaram espaços para a emergência de diferentes formas de vivenciar a narrativa. Apesar de os jogos serem pré-moldados, os percursos produzidos, assim como as produções simbólicas frente ao contexto do jogo foram individuais. Jogar videogame relacionou-se ao posicionamento criador, de escrever as circunstâncias sob as quais as ações do jogo refletiram nas experiências vivenciadas pelo jogador. Palavras-chave:Videogames. Aprender. Complexidade. Cartografia. ABSTRACTThroughout this research, we took into consideration that every human being learns in its own personal and unique way. With that in mind, we challenge ourselves to study video games and its relationship with the Paradigm of Complexity. Thus, this study aimed to provide a environment where the subjects could interact with different video games, trying to establish a place for different experiences, in witch the subjects could learn how to be inventive, a space that value the plasticity and flexibility of thinking. This research has a qualitative nature, since we wish to work with the subjective aspects as an inseparable dimension of learning. There were 8 research subjects -adolescents -with whom we held 15 meetings in which they were in contact with several video games. We used logbooks to record the experiences, anchored in cartographic methodology for treatment of records. This has allowed us to know and observe the subjects while they were immersed in the experiences. Despite video-games being fixed systems, they allowed for the emergence of different ways of experiencing narratives, with the paths taken by the players being highly individualized, showing their abilities to become autonomous subjects.
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