Práticas e representações alimentares na cultura gamer

Teorias e etnografias de um campo emergente

Autores

DOI:

https://doi.org/10.17398/320-365.3.211

Palavras-chave:

Gamer, food, ethnography, videogames, culture

Resumo

As relações entre a comida e os videogames têm sido abordadas majoritariamente a partir de enfoques biomédicos, oferecendo uma imagem estereotipada que associa sedentarismo, comida lixo e cultura gamer. As pesquisas sociais emergentes revelam uma imagem mais complexa e diversa dos vínculos e práticas alimentares nesse contexto cultural. Este artigo propõe uma revisão narrativa com o objetivo de delimitar o campo de estudo das práticas alimentares na cultura gamer, apresentando uma aproximação aos enfoques já publicados, além de sugerir novas linhas de investigação. São abordados diversos elementos presentes nos trabalhos publicados, como as mecânicas da comida nos videogames e as limitações dos estudos atuais, o surgimento do gênero dos jogos de culinária e os debates em torno do trabalho doméstico ou da questão do patrimônio culinário, o viés eurocêntrico de muitos jogos de cozinha e as respostas que vêm sendo oferecidas dentro da indústria. Além disso, é necessário prestar atenção à interpretação das práticas dos fãs, desde rituais comunitários até produções intermidiáticas como livros de receitas e discussões online, que reconfiguram os significados da comida para além da tela. Este trabalho argumenta que as relações entre a comida e os videogames constituem um espaço cultural no qual se entrecruzam dinâmicas sociais, identitárias, simbólicas e afetivas, destacando a necessidade de aprofundar sua história e de complexificar os discursos hegemônicos e estereotipados, que representam apenas um pequeno fragmento de um relato muito mais denso e complexo.

   

Downloads

Os dados de download ainda não estão disponíveis.

Referências

Alonso Benito, E. (1999), La mirada cualitativa en sociología, Madrid: Editorial Fundamentos.

Balandier, G. (1994), El poder en escenas: de la representación del poder al poder de la representación, Barcelona: Paidós.

Bista, S., & Garcia-Ruiz, M. A. (2021, October 13-15), An overview of cooking video games and testing considerations, IEEE/ACIS 21st International Fall Virtual Conference on Computer and Information Science, Xi’an, China.

Boellstorff, T. (2008), Coming of Age in Second Life. An Anthropologist Explores the Virtually Human, New Jersey: Princeton University Press.

Bogost, I. (2011), How to do things with videogames, Minneapolis: University of Minnesota Press.

Bourdieu, P. (2022), La distinción: criterio y bases sociales del gusto (M. C. Ruiz de Elvira, Trans.), Madrid: Taurus. (Original work published 1979)

Chahisriya, K., Gilbert, L., Suwangerd, R. & Rattanarungrot, S. (2022), A digital game for preserving food cultural heritage: design and evaluation of ThaiFoodAdventure game, International Journal of Electrical and Computer Engineering (IJECE), 12(5), pp. 5272-5278. http://doi.org/10.11591/ijece.v12i5.pp5272-5278

Chen, Q., Bellucci, A. & Jacucci, G. (2024, May 11-16), “I’d rather drink in VRChat”: Understanding Drinking in Social Virtual Reality, CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, Honolulu, United States. https://doi.org/10.1145/3613904.3642405

Codina, L. (2024), Revisiones tradicionales, sistemáticas o de alcance: ¿cómo elegir el tipo de revisión de la literatura que corresponde en cada caso?, Infonomy, 2(2). https://doi.org/10.3145/infonomy.24.021

Crawford, G. (2012), Video Gamers, London: Routledge.

Crawford, G. & Muriel, D. (2023), Los videojuegos como cultura: identidad y experiencia en el mundo actual, Buenos Aires: Ampersand.

Cronin, J. & McCarthy, M. (2011), Fast food and fast games: An ethnographic exploration of food consumption complexity among the videogames subculture, British Food Journal, 113(6), pp. 720–743. https://doi.org/10.1108/00070701111140070

Cronin, J. & McCarthy, M. (2012), Marketing “gamer foods”: Qualitative insights into responsible strategy development, Journal of Food Products Marketing, 18(3), 163–185. https://doi.org/10.1080/10454446.2012.666448

Egea, A., Arias, L. & García López, A. (2017), Videojuegos, historia y patrimonio: primeros resultados de una investigación educativa evaluativa en educación secundaria, Revista Interuniversitaria de Investigación en Tecnología Educativa, (2), pp. 28-40. https://doi.org/10.6018/riite/2017/283801

Ensslin, A. (2011), Do Avatars Dream of Electric Steak? Video Games and the Gendered Semiotics of Food, Journal of Gaming & Virtual Worlds, 3(1), pp. 37–50. https://doi.org/10.1386/jgvw.3.1.37_1

Entertainment Software Association (2024), 2024 Essential Facts about the Video Game Industry.

Featherstone, M. (2000), Cultura de consumo y posmodernismo, Buenos Aires: Amorrortu.

Fortich, N. (2013), Revisión sistemática o revisión narrativa?, Ciencia y salud virtual, 5(1), pp. 1-4.

García-Álvarez, E., López-Sintas, J., & Samper-Martínez, A. (2015), The Social Network Gamer’s Experience of Play: A Netnography of Restaurant City on Facebook, Games and Culture, 12(7-8), 650-670. https://doi.org/10.1177/1555412015595924

Goodman, W., Jackson S., McFerran, E., Purves, R., Redpath, I. & Beeken, R. (2020), Association of Video Game Use With Body Mass Index and Other Energy-Balance Behaviors in Children, JAMA Pediatrics, 174(6), pp. 563-572.

https://doi.org/10.1001/jamapediatrics.2020.0202

Gray, K. (2014), Race, gender and deviance in Xbox Live, Oxford: Anderson Publishing Company.

Hebdige, D. (2021), Subcultura (C. Roche Suárez, Trans.), Barcelona: Paidós. (Original work published 1979)

Jenkins, H. (1992), Textual Poachers: Television Fans and Participatory Culture, New York: Routledge.

Jenkins, H. (2009), Fans, blogueros y videojuegos. La cultura de la colaboración, Barcelona: Paidós.

Joelsson, T. N., Syrjälä, H., Luomala, H. & Mäkilä, T. (2023), Geek Cuisine: Extending the Narrative of a Junk Food Gamer, Games and Culture, 18(8), pp. 1071-1094. https://doi.org/10.1177/15554120221150348

Juul, J. (2011), A Casual Revolution, London: The MIT Press.

Kowert, R., Festl, R., & Quandt, T. (2014), Unpopular, overweight, and socially inept: Reconsidering the stereotype of online gamers, Cyberpsychology, Behavior, and Social Networking, 17(3), 141–146. https://doi.org/10.1089/cyber.2013.0118

Kracht, C. L., Joseph E. D., & Stainao, A. E. (2020), Video Games, Obesity, and Children, Current Obesity Reports 9(1), pp. 1–14.

https://doi.org/10.1007/s13679-020-00368-z

Kirkpatrick, G. (2015), Computing Games and the social imaginary, Cambridge: Polity Press.

Law, Y. (2020), The consumption of food at video game events, DiGRA’20 - Proceedings of the 2020 DiGRA International Conference: Play Everywhere.

https://doi.org/10.26503/dl.v2020i1.1205

Lamerichs, N. (2018), Productive fandom: Intermediality and Affective Reception in Fan Cultures, Amsterdam: Amsterdam University Press. https://doi.org/10.1515/9789048528318

Lamerichs, N. (2020), The promise of cake: food fandom, tourism and baking practices inspired by Portal, in Reinhard, C., Largent & J. Chin, B. (eds.) (2020), Eating fandoms: Intersections between fans and food cultures, London: Routledge, pp. 118-134.

LeJack, Y. (2013, April 24), The Portal cake is a lie… almost, NBC News, https://www.nbcnews.com/technology/ingame/portal-cake-not-lie-almost-6C9567907?featureFlagAix=true

Magladary, M. (2017), Eat your favourite TV show: politics and play in fan cooking, Continuum, 32(2), pp. 111-120. https://doi.org/10.1080/10304312.2017.1313387

Markey, P., Ferguson, C., & Hopkins, L. (2020), Video game play. Myth and Benefits, American Journal of Play, 13(1), pp. 87-106.

Mariano Juárez, L. (2013), El hambre en los espacios de la cultura. Visiones indígenas Maya Ch'orti, AIBR: Revista de Antropología Iberoamericana, 8(2), pp. 209-232.

Marshall, S. J., Biddle, S. J. H., Gorely, T., Cameron, N. & Murdey, N. (2004), Relationships between Media Use, Body Fatness, and Physical Activity in Children and Youth: A Meta-Analysis, International Journal of Obesity 28(10), pp. 1238–46. https://doi.org/10.1038/sj.ijo.0802706

Maté, D. (2015), Comer, jugar. Encuentros y sinsabores del videojuego y la comida, Lexia, 19, pp. 313-327.

Mayra, F. (2008), An Introduction to Game Studies, London: Sage Publications.

Monroe-Cassel, C., World of Warcraft: The Official Cookbook, San Rafael: Insight Editions.

Muriel, D. (2018), Identidad Gamer: videojuegos y construcción de sentido en la sociedad contemporánea, Madrid: AnaitGames.

Nardi, B. (2010), My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft, Ann Arbor: University of Michigan Press.

Navarro Remesal, V. (2023), Hungry Hearts Diner. Jugar la condición vulnerable, in Martín Núñez, M. (coord.), Jugar el malestar. Ludonarrativas más allá de la diversión, Barcelona: Sangrila, pp. 46-70.

Ramírez-Moreno, C. (2023), La vida en rosa: Femincon el museo olvidado de videojuegos para chicas, in García, D. (coord.), Fuck Gamers. Voces contra una identidad vacía, Sevilla: Héroes de Papel, pp. 101-125.

Reese, S. (2022), Writing the Conceptual Article: A Practical Guide. Digital Journalism, 11(7), 1195–1210. https://doi.org/10.1080/21670811.2021.2009353

Rosli, A. N. & Mohd Shuib, A. S. (2020), Interactive Game Application of Cooking Malay Traditional Cuisines Toward Teenagers in Malaysia, Idealogy Journal, 5(2), pp. 25-34. https://doi.org/10.24191/idealogy.v5i2.221

Stanfill, M. (2019), Exploiting Fandom. How the Media Industry Seeks to Manipulate Fans, Iowa City: University of Iowa Press.

Soffner, M., Bickmann, P., Tholl, C. & Froböse, I. (2023), Dietary behavior of video game players and esports players in Germany: a cross-sectional study, Journal of Health, Population and Nutrition, 42(29). https://doi.org/10.1186/s41043-023-00373-7

Thornham, H. (2011), Ethnographies of the Video Games, Abingdon: Ashgate Publishing Limited.

Tyler, T. (2019), Meanings of Meat in Videogames, in McCorry, S. & Miller, J. (eds.) Literature and Meat Since 1900, Palgrave Studies in Animals and Literature. Cham: Springer International Publishing, pp. 231–47. https://doi.org/10.1007/978-3-030-26917-3

Van Ryn, L. (2013), Gestural Economy and Cooking Mama: Playing With the Politics of Natural User Interfaces, Scan. Journal of Media Arts Culture, 10(5).

Waszkiewicz, A. (2022), Delicious pixels, Berlin: De Gruyter Oldenburg.

https://doi.org/10.1515/9783110716603

Waszkiewicz, A. (2024), From Abundance to Wastefulness: Food Imperception in Digital Games, Comparative American Studies An International Journal, pp. 1–17.

https://doi.org/10.1080/14775700.2024.2440147

Widjaja, J. (2018), Dishcover Indonesia Android Cooking Game on Indonesian Cuisine, Journal of Games, Game Art and Gamification, 3(2). https://doi.org/10.21512/jggag.v3i2.7254

Willis, P. (2017), Aprendiendo a trabajar (R. Feito, Trans.), Tres Cantos: Akal. (Original work published 1977).

NAHARRO ET AL

Publicado

2025-12-23

Como Citar

Práticas e representações alimentares na cultura gamer: Teorias e etnografias de um campo emergente. (2025). Archives on Food, Culture and Nutrition (AFOCUN-ICAF), 3(2), 211-228. https://doi.org/10.17398/320-365.3.211

Artigos mais lidos do(s) mesmo(s) autor(es)