77
views
0
recommends
+1 Recommend
1 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      CosmoCult Card Game: A Methodological Tool to Understand the Hybrid and Peripheral Cultural Consumption of Young People

      research-article

      Read this article at

      ScienceOpenPublisher
      Bookmark
          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          This article discusses the authors’ use of a specially designed card game as part of the survey ‘Youth Cosmopolitanisms in Brazil’, a constituent part of the international project ‘Cultures Juveniles à l’ère de la globalization’, developed in France. As part of the challenges encountered in the process of applying this project in a hybrid and post-colonial context, such as that of Brazil, we experienced different manifestations of what Angela Prysthon ( 2002) has called ‘peripheral cosmopolitanism’. We propose to present the experiences that resulted as contributory material for research on the cultural consumption of young people in such contexts, and to discuss the value of this research tool as a way to reach and understand spontaneous cultural references, within the subjects’ own conceptions, without the bias that a Western-centered perspective might introduce. Concerning the card game as a research tool, it seems that only recently, and still modestly, have games been thought of in a broader sense of learning and research ( Girard, Ecalle & Magnan, 2012; Calvillo Gámez et al., 2011). This moves us to consider the potential that it has for our and others’ research that seeks a methodological tool that reduces cultural biases and borders. Among the examples from the 12- to 24-year-old research subjects, the narratives display their relationships with global and local elements, such as the use of a Brazilian song, ‘Atoladinha’, or Harry Potter characters, used to solve situations proposed in the game.

          Related collections

          Most cited references18

          • Record: found
          • Abstract: not found
          • Article: not found

          The Coming Crisis of Empirical Sociology

            Bookmark
            • Record: found
            • Abstract: not found
            • Article: not found

            Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game

              Bookmark
              • Record: found
              • Abstract: not found
              • Book: not found

              Cybertext: Perspectives on Ergodic Literature

                Bookmark

                Author and article information

                Contributors
                Journal
                2056-6700
                Open Library of Humanities
                Open Library of Humanities
                2056-6700
                24 April 2018
                2018
                : 4
                : 1
                : 21
                Affiliations
                [1 ]ESPM, São Paulo, BR
                Author information
                http://orcid.org/0000-0002-3573-2741
                Article
                10.16995/olh.167
                746e1ac1-7577-4da3-a21c-c01bb6057838
                Copyright: © 2018 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. See http://creativecommons.org/licenses/by/4.0/.

                History
                Categories
                Postcolonial perspectives in game studies

                Literary studies,Religious studies & Theology,Arts,Social & Behavioral Sciences,History,Philosophy

                Comments

                Comment on this article