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Programa completo do Congresso - Associação Brasileira de ...

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educational project comes ahead, before recreation except in socially and<br />

culturally heterogenous suburbs, where socialization and social integration<br />

prevail. The primary function of recreation ( pointlesness of games)<br />

mainly comes first in priviliged areas. Concretely, it means that game libraries<br />

are visited by priviliged kids and their families, but also by more<br />

and more adults and teachers on Wednesday and Saturday afternoons.<br />

According to their financial means and public support (space, staff), they<br />

go to schools or welcome a maximum of schoolgroups by appointment ,<br />

mostly in the mornings; but one third of toylibraries can t afford it. In the<br />

FC, game libraries are recognized (culture and permanent education) rather<br />

than well-known or supported, excepted by the Brussels aggressive politics.<br />

Timid or unexisting at the start, spontaneous requests from schools<br />

have been <strong>de</strong>veloping lately, and paid private game libraries are emerging.<br />

Monogame-clubs (scrabble, chess) remain sel<strong>do</strong>m requested. More than<br />

the programmes, the game items used show the contrasting situations according<br />

to the study level. At school (not in game libraries) boardgames and<br />

coached game activities appear earlier and earlier in kin<strong>de</strong>rgartens (3-4) to<br />

3023 - Social interaction in games. The D facet of the ESAR system revisited<br />

Michel Van Langen<strong>do</strong>nckt - Belgium ( ninavlg@hotmail.com )<br />

“This communication or workshop is inten<strong>de</strong>d to <strong>de</strong>fine and illustrate the<br />

contours of a research, still in its early stages. Its purpose is to build a classification<br />

mo<strong>de</strong>l of social interaction (SI) in games by successive inductions,<br />

the improvement of its operational character being un<strong>de</strong>rtaken by means<br />

of various investigations, interviews and experiments focused on games or<br />

more specific types. A socio-anthropology of the game inclu<strong>de</strong>s the players<br />

and author of each game and presupposes an overall playing field, <strong>de</strong>compartmentalizing<br />

disciplines. The very few classifications leaving room for<br />

SI confirm the acknowledgement of the imperfection of any exclusively<br />

behavioral typology(Pingaud, 1999). This research therefore proposes to<br />

complete the D facet (social activities)of the ESAR classification of game<br />

items (Garon, 1982; Filion 1985), in accordance with its structuralist psycho-<br />

-educational and library-science approaches. Our proposals for <strong>de</strong>velopment<br />

notably inclu<strong>de</strong> socio-mathematical approaches Parlebas and Deledicq<br />

(1974, 1978; Boutin, 1999), symbolic and historical ones, Lhote (1976,<br />

1994), philosophical and projective ones, Duflo (1997; Pingaud 1999), anthropological<br />

and commercial ones, Mauss (1947; Deru 2005). Five factors<br />

likely to influence SI emerge: the number of players, the goal of the game,<br />

the differentiations of i<strong>de</strong>ntity, the types of interactions provi<strong>de</strong>d by the<br />

Menu principal <strong>Programa</strong> Resumos Oficinas Brinque<strong>do</strong>teca:<br />

Uma visão internacional<br />

the <strong>de</strong>triment of other toys and free games. At primary school, and even<br />

more at secondary school, when games take place, the use of boardgames<br />

or role-playing remains anec<strong>do</strong>tic compared with teaching game support<br />

with quantifiable educational results. Finally, even when computing tools<br />

are available, multimedia games are consi<strong>de</strong>red as ina<strong>de</strong>quate as well at<br />

school as for schoolgroups in game libraries, even where “”serious (still<br />

experimental) games”” are concerned. The officialisation of the teacher<br />

(Socrates oath, FC, 2002) and toy librarian s educational first duty, the<br />

approach through competences and multicultural tools (Missions <strong>de</strong>cree,<br />

1997 ; Van Lint, 2006 ) , the mostly favorable programmes contrast with<br />

the timidity of most practices in the F.C. Broa<strong>de</strong>r surveys on a larger scale<br />

should confirm our conclusions about Brussels region : beyond the variety<br />

of situations , games in class seem to be more encouraged and recognized<br />

than practiced, because of a lack of financial means (time, space, tools), and<br />

the lack of training of teachers and game librarians (“”masterisation””of the<br />

studies being still to come in the FC).<br />

rules, the types of interactions induced by the context of the game. Since<br />

1982, Garon s ESAR system enriches the transition from solitary games to<br />

Parten s cooperative games, differentiating cooperation and competition.<br />

Socialization (GH Mead, 1934; Leckmann 1967 Sautot, 2005), social communication<br />

(Lipansky, 1992), holistic perspective (Mucchielli, 1986, 2009),<br />

the concept of i<strong>de</strong>ntity (Doucet from Eriksson, 1987) must be enriched<br />

and suggests a distinction between cooperation and collaboration (Cayeli,<br />

2001; Basque, 2003). An outline of a thesaurus of i<strong>de</strong>ntity differentiations<br />

of players is being <strong>de</strong>veloped. The group psychology (Lewin, 1946) drew a<br />

distinction between SI involving two players, small groups (3 to 15) or large<br />

groups, and provi<strong>de</strong>s promising keys of analysis. A game <strong>de</strong>fines a group<br />

of players and, possibly, sub-groups or teams with stronger i<strong>de</strong>ntities than<br />

the primary group, and clearly different SI. Studies (Mead, 1936; Orlyck,<br />

1979; Sheriff, 1979) confirmed the influence of the goal of the game on the<br />

players. It is also adviseable to sharpen the range of rule<br />

induced SI by interviewing authors and players. A first outline<br />

of I.S. in games will be given.

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