Teaching Geography and Electronic Games: An Analysis of the Representative Possibilities of Place
Geography teaching; Spatial Knowledge; Spatial representation; Media; Electronic games; Minecraft;
Nowadays it is undeniable the presence of information technologies in every corner and nook of everyday life. More and more people are connected to the most diverse media platforms. In the last decade we have seen the electronic gaming media grow exponentially in the world, thus generating global demand and leveraging the sector economically. The electronic games media has been rapidly and increasingly consolidated in people's daily lives, becoming a common and routine leisure practice, occupying the time that it did not previously occupy as the commute to and from work. However, understanding the demands of this new horizon to be researched, we skip the importance and need of geography to analyze, understand and sew theses about this new thematic field. The general objective of the research is to understand and analyze how electronic games in the teaching of geography can help in learning the concept of place. The adopted methodology is qualitative and uses the state of the art, as a method to investigate the researches produced in the last eight years related to a researched theme. After organizing and sampling the results of the analysis of the works found, select three surveys to understand the potential of representing the concept of place through electronic games in the geography discipline. For the analysis of the dissertations we opted for the method of Libault (1971) that defines a geographic research in four levels that serves us in the actions of collection and treatment of the data: compilatory, correlative, semantic and the normative recommending a logical order of development. In this way, we highlight that a research of this research is exactly in the unveiling of the representative possibilities of the concept of place for the teaching of geography through electronic games. The research also contributes to the unfolding of a new virtual language that helps geographic science as a whole, being able to translate spatial reality through interactivity, immersion, navigable spatiality and territoriality.