The first chapter analyzes investigations on the use of virtual
reality in the context of learning and rehabilitation. The second
chapter compares video game players and non-video game players
across a range of measures of competitiveness to understand the
differences and similarities between these groups' context general
competitive profiles. The objective of the closing chapter is to
identify and analyze how the techno scientific processes of
corporeal virtualization, linked to video games, have interfered in
the constitution of the bodies and what implications are involved
in the body culture of movement and Physical Education.
General
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