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O Counter-Strike, um prazer questionável

Morgado, Hugo José Campos Martins
Fonte: [s.n.] Publicador: [s.n.]
Tipo: Dissertação de Mestrado
Publicado em //2008 Português
Relevância na Pesquisa
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Dissertação de Mestrado apresentada à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Psicologia, especialização em Psicologia da Educação e Intervenção Comunitária.; Com o advento da Internet, um universo de conhecimento e a possibilidade de conexões entre os seus utilizadores invadiu a vida de milhões de pessoas. Os jogos online são um bom exemplo dessa evolução. A ideia de jogar e ao mesmo tempo interagir com outras pessoas está a crescer e a evoluir de forma muito rápida. Não obstante, há uma linha ténue entre a pessoa que gosta de jogar apenas por diversão e aquela que joga de maneira compulsiva. A Internet, e mais especificamente, os jogos, podem ter uma função adaptativa e não adaptativa. O uso benéfico está associado a riscos. Neste contexto, o presente estudo representa uma oportunidade de compreender através das experiências subjectivas de 25 jovens que praticam o jogo Counter-Strike (CS), os factores e as motivações que os levam a escolher este tipo de jogo e as consequências decorrentes desta prática, que em excesso, podem causar no indivíduo. Assim, ao analisar os seus discursos, segundo a metodologia da grounded analysis, constatou-se que o computador é uma presença constante na vida destes jovens...

Investor sentiment and market reaction: evidence on 2010 FIFA World Cup

Vieira, Elisabete F. Simões
Fonte: Inderscience Publishers Publicador: Inderscience Publishers
Tipo: Artigo de Revista Científica
Português
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The purpose of this study is to examine whether investor sentiment influences the stock price reaction to football matches results, giving some contribute to the behaviour finance, or if investors react in a rational way, giving evidence of standard finance. To proxy for investor sentiment, we analyse the 2010 FIFA World Cup of South Africa. Globally, the study provides no evidence of a direct relationship between games results and the subsequent market reaction, not documenting a change in investor mood caused by soccer games outcomes. This paper contributes to the recent literature on the asset pricing impact of behaviour biases. The global results are more in line with standard finance than on behaviour finance, suggesting that stock prices are not influenced by economically-neutral events that can affect the investor sentiment, and, consequently, the stock prices.

Investor sentiment and market reaction: evidence on 2010 FIFA World Cup

Vieira, Elisabete F. Simões
Fonte: Inderscience Publicador: Inderscience
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.144521%
The purpose of this study is to examine whether investor sentiment influences the stock price reaction to football matches results, giving some contribute to the behaviour finance, or if investors react in a rational way, giving evidence of standard finance. To proxy for investor sentiment, we analyse the 2010 FIFA World Cup of South Africa. Globally, the study provides no evidence of a direct relationship between games results and the subsequent market reaction, not documenting a change in investor mood caused by soccer games outcomes. This paper contributes to the recent literature on the asset pricing impact of behaviour biases. The global results are more in line with standard finance than on behaviour finance, suggesting that stock prices are not influenced by economically-neutral events that can affect the investor sentiment, and, consequently, the stock prices.

Hábitos Alimentares, Ocupação dos Tempos Livres, Imagem Corporal e Obesidade em Crianças do 1º Ciclo do Ensino Básico

Machado, Ana Margarida Pereira Ribeiro
Fonte: Universidade de Trás-os-Montes e Alto Douro Publicador: Universidade de Trás-os-Montes e Alto Douro
Tipo: Dissertação de Mestrado
Português
Relevância na Pesquisa
27.375564%
Dissertação de Mestrado em Educação Física e Desporto – Especialização em Desenvolvimento da Criança; A obesidade tem sido considerada como um dos grandes problemas da saúde pública em todo o mundo, cuja prevalência aumenta particularmente nas crianças e adolescentes. O ambiente e os estilos de vida estão continuamente a ser alterados, e desempenham um papel preponderante na obesidade. O tipo de alimentação, a prática desportiva e os comportamentos sedentários são factores determinantes quando falamos em obesidade. Desta forma, este estudo tem como objectivo comparar os hábitos alimentares, ocupação dos tempos livres e a imagem corporal de crianças obesas e não obesas, e em função do género e prática desportiva. A nossa amostra é constituída por 310 crianças, 163 do sexo masculino e 147 do sexo feminino, com idades compreendidas entre 6 e 10 anos (8,63 ±1,14). Para a recolha de dados, relativamente aos hábitos alimentares, ocupação dos tempos livres e imagem corporal, foi utilizado um questionário, baseado num questionário on-line e já utilizado em vários estudos no âmbito do projecto de Estratégias Locais de Saude (ELSa). Para o cálculo do Índice de Massa Corporal (IMC) foram recolhidos o peso e a altura. Como resultados do nosso estudo e relativamente à prevalência da obesidade...

Movement Characteristics of Elite Tennis Players on Hard Courts with Respect to the Direction of Ground Strokes

Martínez-Gallego, Rafael; F.Guzmán, José; James, Nic; Pers, Janez; Ramón-Llin, Jesús; Vuckovic, Goran
Fonte: Asist Group Publicador: Asist Group
Tipo: Artigo de Revista Científica
Publicado em 01/06/2013 Português
Relevância na Pesquisa
27.047688%
Previous studies of movement characteristics in tennis have considered the effect of playing surface but have assumed that playing strategies are simply determined by the surface as opposed to being under an individual’s control. This study considered the selection of cross court or down the line ground strokes as being indicative of playing strategy and measured the outcome of playing these shots in terms of the opponent’s movements. Matches (N = 8) at the 2011 ATP tournament 500 Valencia were recorded and analysed using SAGIT, a computer vision tracking system that allowed both players’ movements to be tracked automatically, albeit with operator supervision. The data was split into (N = 188) games for analysis purposes and these lasted a median 174.24 seconds with active time (ball in play) a median proportion of 34.89% (IQR = 10.64%) of total time. During the active time losers of games tended to cover less distance (median = 80.17 m), move quicker (median = 1.38 m·s-1), spend more time in the defensive zones (median = 14.24 s) and less in the offensive zones (median = 44.74 s). These results suggested that game winners tended to dominate game losers, forcing them to exhibit behaviors typically associated with a defensive strategy. Defensive and offensive strategy are not well defined currently and future investigations should consider movements in relation to individual shots...

A counselling line for problem and pathological gambling in South Africa: Preliminary data analysis

SINCLAIR, HEIDI; PRETORIUS, ADELE; STEIN, DAN J.
Fonte: Akadémiai Kiadó Publicador: Akadémiai Kiadó
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
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Objective: Various countries and states have established telephone counselling lines for people with pathological or problem gambling. Data from such services may contribute to describing systematically the nature of gambling problems in a particular area. To date, however, few data have been published on such a telephone counselling line in a low or middle income country. Method: Data on calls to the telephone counselling line of the National Responsible Gambling Foundation of South Africa were captured over a 6-month period. Such data include socio-demographic variables, the primary reason for calling, the source of the referral, preferred method of gambling, impairment as a consequence of gambling, and history of treatment for psychiatric disorders, comorbid alcohol abuse and illicit drug use. Results: Calls were received from a broad range of people; the mean age of callers was 37 years, the majority were male (62%) and many were married (45%). Primary reasons for calling included the feeling of being unable to stop gambling without the help of a professional (41%), financial concerns (32%), legal problems (13%), pressure from family (10%), and suicidal thoughts (2%). The majority of callers contacted the counselling line after having heard about it by word of mouth (70%). The most common forms of gambling were slot machines (51%) and casino games (21%). Fourteen percent of callers reported having received help for other psychiatric disorders...

The effects of formalized and trained non-reciprocal peer teaching on psychosocial, behavioral, pedagogical, and motor learning outcomes in physical education

Whipp, Peter R.; Jackson, Ben; Dimmock, James A.; Soh, Jenny
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Publicado em 17/02/2015 Português
Relevância na Pesquisa
27.111235%
Peer teaching is recognized as a powerful instructional method; however, there is a paucity of studies that have evaluated the outcomes experienced by peer-teachers and their student recipients in the context of trained, non-reciprocal, high school physical education (PE). Accordingly, the effectiveness of a formalized and trained non-reciprocal peer teaching (T-PT) program upon psychosocial, behavioral, pedagogical, and student learning outcomes within high school PE classes was investigated. Students from eight intact classes (106 males, 94 females, Mage = 12.46, SD = 0.59) were randomly assigned to either a T-PT intervention group (taught by a volunteer peer-teacher who was trained in line with a tactical games approach) or untrained group (U-PT; where volunteer peer-teachers received no formal training, but did receive guidance on the game concepts to teach). Data were collected over 10 lessons in a 5-week soccer unit. Mixed-model ANOVAs/MANOVAs revealed that, in comparison to U-PT, the T-PT program significantly enhanced in-game performance actions and academic learning time among student recipients. Those in the T-PT also provided greater levels of feedback and structured learning time, as well as reporting more positive feelings about peer teaching and fewer perceived barriers to accessing learning outcomes. These findings show that non-reciprocal peer-teachers who receive formalized support through training and tactical games approach-based teaching resources can enhance behavioral...

Aplicações multimédia e jogos para música: potencial e limitações em educação musical

Bidarra, José; Rolo, Rui
Fonte: IEEE, Sociedad de Educación Publicador: IEEE, Sociedad de Educación
Tipo: Parte de Livro
Publicado em //2013 Português
Relevância na Pesquisa
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O presente estudo faz a análise de uma nova conjuntura em que alguns jogos e aplicações multimédia comerciais podem ser usados no ensino, no sentido de compreender se podem ter um papel a desempenhar na aprendizagem musical em sala de aula. O objetivo deste estudo preliminar é analisar quais, e através de que meios, os jogos e as aplicações multimédia ditas “musicais” podem promover a aprendizagem da música no ensino secundário. A investigação procurou também analisar as expectativas inerentes ao contexto educacional, para verificar a aceitação da ideia de que os jogos podem contribuir para a prática musical, considerando que a integração desses recursos é hoje uma via para aumentar a eficácia de modelos pedagógicos que estejam em consonância com as necessidades da sociedade atual.; This study focus on the analysis of commercial multimedia applications and games that may be used in educational settings, in order to understand if they can play a role in musical learning in the classroom. The objective of this preliminary study is to analyze which resources, games, and multimedia applications, can promote musical learning in secondary education. The research sought to also examine the expectations related to the educational context...

Financiamento público-privado na copa do mundo de futebol no Brasil : o caso do estádio Joaquim Américo

Donha, Eliza Lins
Fonte: Universidade Federal do Paraná Publicador: Universidade Federal do Paraná
Tipo: Dissertação Formato: 100 p.; application/pdf
Português
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Orientador : Prof. Dr.Fernando Marinho Mezzadri; Dissertação (mestrado) - Universidade Federal do Paraná, Setor de Ciências Biológicas, Programa de Pós-Graduação em Educação Física. Defesa: Curitiba, 27/03/2013; Inclui referências; Área de concentração: Exercício e esporte; Resumo: Com a escolha do Brasil como sede da copa de 2014, doze cidades foram selecionadas para sediar os jogos e, em cada uma dessas, foi escolhido um estádio, que sediará os jogos do evento. Desses doze estádios contemplados, nove são públicos e terão financiamento público para suas reformas e adequação ao caderno de encargos da FIFA; os demais estádios são particulares e terão financiamento de uma parceria público-privada. Portanto, essa dissertação se propõe a verificar a natureza do financiamento da reforma e adequação do estádio Joaquim Américo, do Clube Atlético Paranaense, sendo um dos estádios particulares escolhidos. Para atingirmos o objetivo, utilizamos um levantamento bibliográfico relacionado ao assunto. Nesse levantamento, escolhemos os documentos oficiais, leis, decretos e livros, na tentativa de esclarecer essa parceria público-privada de financiamento. Também utilizaremos como fonte secundária reportagens do jornal Gazeta do Povo on-line...

Development of an in-line putter for handicap friendly tabletop golf games

Berberian, Sam J
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 57 leaves
Português
Relevância na Pesquisa
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The market for handicapped tabletop games is severely untapped. The students of the Red Team in the course 2.009 (Product Engineering Processes, a capstone design project course in the Mechanical Engineering Department) at the Massachusetts Institute of Technology attempted to produce a tabletop golf game that would even the playing field between handicapped and able-bodied individuals. This game, Microgolf, was not received well by the faculty. One of the largest downfalls of Microgolf was an inherent lack of control over the putting aspect of the game. The putter designed by the 2.009 Red Team was difficult to use as it shot the ball perpendicular to the line of sight path between the ball and the hole used by the user to aim. The goal of this thesis is to design a user friendly putter that would provide a substantial amount of control over the shooting aspects of the game, thus truly leveling the playing field between handicapped and able-bodied individuals, and providing a more exciting playing environment. After several rounds of modeling and optimization, a final design is accomplished that accommodates all of the functional requirements desired by players.; (cont.) This putter is lightweight and could be used with one hand, aided by a set of legs near the front end that allowed it to rest on the table for support. The putter relies on user input for aim...

The agencies method for coalition formation in experimental games

Nash, John F.; Nagel, Rosemarie; Ockenfels, Axel; Selten, Reinhard
Fonte: National Academy of Sciences Publicador: National Academy of Sciences
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.047688%
In society, power is often transferred to another person or group. A previous work studied the evolution of cooperation among robot players through a coalition formation game with a non-cooperative procedure of acceptance of an agency of another player. Motivated by this previous work, we conduct a laboratory experiment on finitely repeated three-person coalition formation games. Human players with different strength according to the coalition payoffs can accept a transfer of power to another player, the agent, who then distributes the coalition payoffs. We find that the agencies method for coalition formation is quite successful in promoting efficiency. However, the agent faces a tension between short-term incentives of not equally distributing the coalition payoff and the long-term concern to keep cooperation going. In a given round, the strong player in our experiment often resolves this tension approximately in line with the Shapley value and the nucleolus. Yet aggregated over all rounds, the payoff differences between players are rather small, and the equal division of payoffs predicts about 80% of all groups best. One reason is that the voting procedure appears to induce a balance of power, independent of the individual player's strength: Selfish subjects tend to be voted out of their agency and are further disciplined by reciprocal behaviors.

Quantum walks: decoherence and coin-flipping games

Romanelli, Alejandro; Hernández, Guzmán
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 23/08/2010 Português
Relevância na Pesquisa
27.325593%
We investigate the global chirality distribution of the quantum walk on the line when decoherence is introduced either through simultaneous measurements of the chirality and particle position, or as a result of broken links. The first mechanism drives the system towards a classical diffusive behavior. This is used to build new quantum games, similar to the spin-flip game. The second mechanism involves two different possibilities: (a) All the quantum walk links have the same probability of being broken. (b) Only the quantum walk links on a half-line are affected by random breakage. In case (a) the decoherence drives the system to a classical Markov process, whose master equation is equivalent to the dynamical equation of the quantum density matrix. This is not the case in (b) where the asymptotic global chirality distribution unexpectedly maintains some dependence with the initial condition. Explicit analytical equations are obtained for all cases.; Comment: 9 pages, 7 figures

The Complexity of Robot Games on the Integer Line

Arul, Arjun; Reichert, Julien
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.111235%
In robot games on Z, two players add integers to a counter. Each player has a finite set from which he picks the integer to add, and the objective of the first player is to let the counter reach 0. We present an exponential-time algorithm for deciding the winner of a robot game given the initial counter value, and prove a matching lower bound.; Comment: In Proceedings QAPL 2013, arXiv:1306.2413

Cellular Games

Levine, Lenore
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 07/04/1994 Português
Relevância na Pesquisa
27.047688%
A cellular game is a dynamical system in which cells, placed in some discrete structure, are regarded as playing a game with their immediate neighbors. Individual strategies may be either deterministic or stochastic. Strategy success is measured according to some universal and unchanging criterion. Successful strategies persist and spread; unsuccessful ones disappear. In this thesis, two cellular game models are formally defined, and are compared to cellular automata. Computer simulations of these models are presented. Conditions providing maximal average cell success, on one and two-dimensional lattices, are examined. It is shown that these conditions are not necessarily stable; and an example of such instability is analyzed. It is also shown that Nash equilibrium strategies are not necessarily stable. Finally, a particular kind of zero-depth, two-strategy cellular game is discussed; such a game is called a simple cellular game. It is shown that if a simple cellular game is left/right symmetric, and if there are initially only finitely many cells using one strategy, the zone in which this strategy occurs has probability 0 of expanding arbitrarily far in one direction only. With probability 1, it will either expand in both directions or disappear. Computer simulations of such games are presented.; Comment: The "psfig" program is used to include PostScript figures in the LaTeX code. If you do not have this program...

Distributed Signaling Games

Feldman, Moran; Tennenholtz, Moshe; Weinstein, Omri
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
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A recurring theme in recent computer science literature is that proper design of signaling schemes is a crucial aspect of effective mechanisms aiming to optimize social welfare or revenue. One of the research endeavors of this line of work is understanding the algorithmic and computational complexity of designing efficient signaling schemes. In reality, however, information is typically not held by a central authority, but is distributed among multiple sources (third-party "mediators"), a fact that dramatically changes the strategic and combinatorial nature of the signaling problem, making it a game between information providers, as opposed to a traditional mechanism design problem. In this paper we introduce {\em distributed signaling games}, while using display advertising as a canonical example for introducing this foundational framework. A distributed signaling game may be a pure coordination game (i.e., a distributed optimization task), or a non-cooperative game. In the context of pure coordination games, we show a wide gap between the computational complexity of the centralized and distributed signaling problems. On the other hand, we show that if the information structure of each mediator is assumed to be "local", then there is an efficient algorithm that finds a near-optimal ($5$-approximation) distributed signaling scheme. In the context of non-cooperative games...

Conditional Quantum Walk and Iterated Quantum Games

Abal, G.; Donangelo, R.; Fort, H.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.234346%
Iterated bipartite quantum games are implemented in terms of the discrete-time quantum walk on the line. Our proposal allows for conditional strategies, as two rational agents make a choice from a restricted set of two-qubit unitary operations. Several frequently used classical strategies give rise to families of corresponding quantum strategies. A quantum version of the Prisoner's Dilemma in which both players use mixed strategies is presented as a specific example. Since there are now quantum walk physical implementations at a proof-of principle stage, this connection may represent a step towards the experimental realization of quantum games.; Comment: Revtex 4, 6 pages, 3 figures. Expanded version with one more figure and updated references. Abstract was rewritten

XTribe: a web-based social computation platform

Caminiti, Saverio; Cicali, Claudio; Gravino, Pietro; Loreto, Vittorio; Servedio, Vito D. P.; Sîrbu, Alina; Tria, Francesca
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 18/01/2014 Português
Relevância na Pesquisa
27.379365%
In the last few years the Web has progressively acquired the status of an infrastructure for social computation that allows researchers to coordinate the cognitive abilities of human agents in on-line communities so to steer the collective user activity towards predefined goals. This general trend is also triggering the adoption of web-games as a very interesting laboratory to run experiments in the social sciences and whenever the contribution of human beings is crucially required for research purposes. Nowadays, while the number of on-line users has been steadily growing, there is still a need of systematization in the approach to the web as a laboratory. In this paper we present Experimental Tribe (XTribe in short), a novel general purpose web-based platform for web-gaming and social computation. Ready to use and already operational, XTribe aims at drastically reducing the effort required to develop and run web experiments. XTribe has been designed to speed up the implementation of those general aspects of web experiments that are independent of the specific experiment content. For example, XTribe takes care of user management by handling their registration and profiles and in case of multi-player games, it provides the necessary user grouping functionalities. XTribe also provides communication facilities to easily achieve both bidirectional and asynchronous communication. From a practical point of view...

The Devil is in the Details. Sex Differences in Simple Bargaining Games

León-Mejía, Ana; Miller, Luis M.
Fonte: Conselho Superior de Investigações Científicas Publicador: Conselho Superior de Investigações Científicas
Tipo: Documento de trabajo
Português
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The study of gender differences in social preferences has shown mixed results, preventing economists and other social scientists from drawing definitive conclusions on this topic. Several original investigations and experimental reviews have hypothesized that the main reason of this heterogeneity of results is the myriad of experimental designs used to study gender differences. In this paper we test this hypothesis by making male and female participants to face two different but related experimental games and two different information treatments. Through this 2x2 factorial design, we obtain results in line with some recent papers: women are sensitive to the design and context of the experiment in ways that men are not. In addition, we go further providing a well-grounded account on the importance of the context for female decision-making.

Gaming, Cultura e Ciberespaço: Sobre o “Mimimi” em Torno de Mass Effect 3 e a Compreensão “Crítica” dos Jogos Digitais

Cruz Junior, Gilson
Fonte: LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer Publicador: LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer
Tipo: info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion; Formato: application/pdf
Publicado em 30/12/2014 Português
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27.297893%
Este trabalho tem como objeto as comunidades virtuais de jogadores – aqui entendidas como contextos de consumo, produção e circulação cultural –, refletindo a respeito dos limites e das oportunidades da socialização ensejada por elas no que se refere ao desenvolvimento da criticidade na relação entre videogames e seus consumidores. Em termos metodológicos, opera na perspectiva da etnografia de prática arqueológica, constituindo-se como um estudo de caso sobre a comunidade on-line UOL Jogos. Por meio da polêmica envolvendo o jogo Mass Effect 3, observa que vários dos conteúdos presentes nestes domínios detêm o potencial de expandir a compreensão dos jogadores acerca dos games, fornecendo conceitos e informações significativas que lhes permitem transcender e (res)significar suas experiências de jogo. Não obstante, por serem vulneráveis aos interesses e às visões de mundo de quem os produz, tais conteúdos também sinalizam a necessidade de novas competências críticas, capazes de preparar os jogadores para lidar com a complexidade presente nos conteúdos culturais dispersos dentro e em torno dos jogos.Gaming, Culture and Cyberspace: About the “Mimimi” Around Mass Effect 3 and the “Critical” Understanding of the Digital GamesThis paper has as its object the virtual communities of players – here understood as spaces of cultural consumption...

Representações de corpo e movimento no ciberespaço: notas de um estudo etnográfico no jogo Second Life

Pereira, Rogério Santos; da Silva, Maurício Roberto; Pires, Giovani de Lorenzi
Fonte: LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer Publicador: LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer
Tipo: info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion; Formato: application/pdf
Publicado em 20/06/2009 Português
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RESUMO: Este artigo, recorte da dissertação defendida sob o título “Avatares no Second Life: corpo e movimento na constituição da noção de pessoa on-line”, pretende revelar de que forma corpo e movimento são problematizados no ciberespaço, especialmente no jogo Second Life. Partindo de um percurso etnográfico, percebeu-se que os conceitos de imaginação e imaginário são essenciais para compreender como os participantes tecem em suas brincadeiras narrativas, caminhos para construir no ciberespaço uma corporalidade central na constituição da noção de pessoa on-line. O trabalho também discorre sobre as possíveis aproximações das tecnologias digitais, em especial, dos jogos eletrônicos, com a Educação Física.BODY AND MOVEMENT REPRESENTATIONS IN CYBERSPACE: NOTES OF AN ETHNOGRAPHIC STUDY IN THE GAME SECOND LIFEABSTRACT: This paper, a cut of the dissertation defended under the title “Second Life Avatars: body and movement in the constitution of the idea of person in on-line environments”, seeks to reveal in what ways form and body movement are problematised in cyberspace, especially in the game Second Life. Based on the ethnographic perspective, there has been realized that the concepts of imagination and imaginary are essential to understand how participants make in their play narratives...