12/09/2021

ALEXANDRA DUARTE

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China offline: 

o contributo chinês para

a pandemia tecnológica

O vício em jogos online é caracterizado pelo tempo excessivo passado em frente a um ecrã a jogar, pela dificuldade em parar de jogar e pela substituição de atividades saudáveis pelos videojogos.

𝓐 𝓒𝓱𝓲𝓷𝓪 𝓮𝓼𝓽𝓪́ 𝓮𝓶𝓹𝓮𝓷𝓱𝓪𝓭𝓪 𝓮𝓶 𝓻𝓮𝓭𝓾𝔃𝓲𝓻 𝓸 𝓿𝓲́𝓬𝓲𝓸 𝓭𝓸𝓼 𝓳𝓸𝓰𝓸𝓼 𝓸𝓷𝓵𝓲𝓷𝓮, 𝓮𝓷𝓽𝓻𝓮 𝓪 𝓹𝓸𝓹𝓾𝓵𝓪𝓬̧𝓪̃𝓸 𝓶𝓪𝓲𝓼 𝓳𝓸𝓿𝓮𝓶. 𝓟𝓪𝓻𝓪 𝓲𝓼𝓼𝓸 𝓭𝓮𝓽𝓮𝓻𝓶𝓲𝓷𝓸𝓾 𝓺𝓾𝓮 𝓪𝓼 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪𝓼 𝓼𝓸́ 𝓹𝓸𝓭𝓮𝓶 𝓳𝓸𝓰𝓪𝓻 𝟑 𝓱𝓸𝓻𝓪𝓼 𝓹𝓸𝓻 𝓼𝓮𝓶𝓪𝓷𝓪, 𝓮𝓶 𝓹𝓮𝓻𝓲́𝓸𝓭𝓸 𝓮𝓼𝓬𝓸𝓵𝓪𝓻, 𝓮 𝓾𝓶𝓪 𝓱𝓸𝓻𝓪 𝓹𝓸𝓻 𝓭𝓲𝓪, 𝓮𝓶 𝓽𝓮𝓶𝓹𝓸 𝓭𝓮 𝓯𝓮́𝓻𝓲𝓪𝓼. 𝓔𝓼𝓽𝓪𝓼 𝓶𝓮𝓭𝓲𝓭𝓪𝓼 𝓼𝓾𝓻𝓰𝓮𝓶 𝓷𝓸 𝓼𝓮𝓰𝓾𝓲𝓶𝓮𝓷𝓽𝓸 𝓭𝓮 𝓾𝓶 𝓪𝓻𝓽𝓲𝓰𝓸 𝓹𝓾𝓫𝓵𝓲𝓬𝓪𝓭𝓸 𝓹𝓮𝓵𝓸 𝓳𝓸𝓻𝓷𝓪𝓵 𝓔𝓬𝓸𝓷𝓸𝓶𝓲𝓬 𝓘𝓷𝓯𝓸𝓻𝓶𝓪𝓽𝓲𝓸𝓷 𝓓𝓪𝓲𝓵𝔂, 𝓹𝓮𝓻𝓽𝓮𝓷𝓬𝓮𝓷𝓽𝓮 𝓪𝓸 𝓔𝓼𝓽𝓪𝓭𝓸 𝓬𝓱𝓲𝓷𝓮̂𝓼, 𝓸𝓷𝓭𝓮 𝓼𝓮 𝓹𝓸𝓭𝓮 𝓵𝓮𝓻 𝓺𝓾𝓮 𝓸𝓼 𝓳𝓸𝓰𝓸𝓼 𝓼𝓪̃𝓸 𝓬𝓸𝓶𝓸 𝓾𝓶 “𝓸́𝓹𝓲𝓸 𝓮𝓼𝓹𝓲𝓻𝓲𝓽𝓾𝓪𝓵” 𝓮 𝓺𝓾𝓮 𝓹𝓻𝓮𝓳𝓾𝓭𝓲𝓬𝓪𝓶 𝓪𝓼 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪𝓼, 𝓷𝓪 𝓶𝓮𝓭𝓲𝓭𝓪 𝓮𝓶 𝓺𝓾𝓮 𝓪𝓼 𝓽𝓸𝓻𝓷𝓪 𝓿𝓲𝓬𝓲𝓪𝓭𝓪𝓼 𝓮𝓶 𝓳𝓸𝓰𝓸𝓼, 𝓪𝓯𝓮𝓽𝓪𝓷𝓭𝓸 𝓸𝓼 𝓮𝓼𝓽𝓾𝓭𝓸𝓼 𝓮 𝓪 𝓿𝓲𝓭𝓪 𝓺𝓾𝓸𝓽𝓲𝓭𝓲𝓪𝓷𝓪.

𝓞 𝓮𝓷𝓭𝓾𝓻𝓮𝓬𝓲𝓶𝓮𝓷𝓽𝓸 𝓭𝓮𝓼𝓽𝓪𝓼 𝓻𝓮𝓰𝓻𝓪𝓼 𝓬𝓸𝓶𝓹𝓻𝓸𝓿𝓪 𝓺𝓾𝓮 𝓸 𝓰𝓸𝓿𝓮𝓻𝓷𝓸 𝓬𝓱𝓲𝓷𝓮̂𝓼 𝓽𝓮𝓶 𝓿𝓲𝓷𝓭𝓸 𝓪 𝓮𝔁𝓮𝓻𝓬𝓮𝓻 𝓾𝓶 𝓶𝓪𝓲𝓸𝓻 𝓬𝓸𝓷𝓽𝓻𝓸𝓵𝓸 𝓼𝓸𝓫𝓻𝓮 𝓪 𝓮𝓭𝓾𝓬𝓪𝓬̧𝓪̃𝓸 𝓭𝓪𝓼 𝓰𝓮𝓻𝓪𝓬̧𝓸̃𝓮𝓼 𝓶𝓪𝓲𝓼 𝓷𝓸𝓿𝓪𝓼. 𝓟𝓻𝓸𝓿𝓪 𝓭𝓲𝓼𝓼𝓸 𝓮́ 𝓺𝓾𝓮, 𝓪 𝓹𝓪𝓻𝓽𝓲𝓻 𝓭𝓮𝓼𝓽𝓮 𝓶𝓮̂𝓼, 𝓮𝓶 𝓧𝓪𝓷𝓰𝓪𝓲, 𝓮𝓼𝓽𝓪́ 𝓹𝓻𝓮𝓿𝓲𝓼𝓽𝓪 𝓪 𝓲𝓷𝓽𝓻𝓸𝓭𝓾𝓬̧𝓪̃𝓸 𝓭𝓮 𝓾𝓶𝓪 𝓷𝓸𝓿𝓪 𝓾𝓷𝓲𝓭𝓪𝓭𝓮 𝓬𝓾𝓻𝓻𝓲𝓬𝓾𝓵𝓪𝓻 𝓮𝓶 𝓽𝓸𝓭𝓸𝓼 𝓸𝓼 𝓷𝓲́𝓿𝓮𝓲𝓼 𝓭𝓮 𝓮𝓷𝓼𝓲𝓷𝓸, 𝓞 𝓟𝓮𝓷𝓼𝓪𝓶𝓮𝓷𝓽𝓸 𝓭𝓮 𝓧𝓲 𝓙𝓲𝓷𝓹𝓲𝓷𝓰 𝓼𝓸𝓫𝓻𝓮 𝓸 𝓢𝓸𝓬𝓲𝓪𝓵𝓲𝓼𝓶𝓸 𝓬𝓸𝓶 𝓬𝓪𝓻𝓪𝓬𝓽𝓮𝓻𝓲́𝓼𝓽𝓲𝓬𝓪𝓼 𝓬𝓱𝓲𝓷𝓮𝓼𝓪𝓼 𝓹𝓪𝓻𝓪 𝓾𝓶𝓪 𝓝𝓸𝓿𝓪 𝓔𝓻𝓪, 𝓻𝓮𝓯𝓸𝓻𝓬̧𝓪𝓷𝓭𝓸 𝓪 𝓬𝓻𝓮𝓷𝓬̧𝓪 𝓶𝓪𝓻𝔁𝓲𝓼𝓽𝓪 𝓳𝓾𝓷𝓽𝓸 𝓭𝓪 𝓹𝓸𝓹𝓾𝓵𝓪𝓬̧𝓪̃𝓸 𝓶𝓪𝓲𝓼 𝓳𝓸𝓿𝓮𝓶 𝓮 𝓻𝓮𝓲𝓽𝓮𝓻𝓪𝓷𝓭𝓸 𝓪 𝓬𝓸𝓷𝓯𝓲𝓪𝓷𝓬̧𝓪 𝓷𝓸 𝓬𝓪𝓶𝓲𝓷𝓱𝓸, 𝓷𝓪 𝓽𝓮𝓸𝓻𝓲𝓪, 𝓷𝓸 𝓼𝓲𝓼𝓽𝓮𝓶𝓪 𝓮 𝓷𝓪 𝓬𝓾𝓵𝓽𝓾𝓻𝓪 𝓭𝓸 𝓼𝓸𝓬𝓲𝓪𝓵𝓲𝓼𝓶𝓸 𝓬𝓸𝓶 𝓬𝓪𝓻𝓪𝓬𝓽𝓮𝓻𝓲́𝓼𝓽𝓲𝓬𝓪𝓼 𝓬𝓱𝓲𝓷𝓮𝓼𝓪𝓼.

𝓟𝓸𝓻 𝓬𝓪́, 𝓪𝓼 𝓷𝓸𝓽𝓲́𝓬𝓲𝓪𝓼 𝓭𝓪𝓼 𝓻𝓮𝓼𝓽𝓻𝓲𝓬̧𝓸̃𝓮𝓼 𝓭𝓪𝓼 𝓱𝓸𝓻𝓪𝓼 𝓭𝓮 𝓳𝓸𝓰𝓸 𝓯𝓸𝓻𝓪𝓶 𝓻𝓮𝓬𝓮𝓫𝓲𝓭𝓪𝓼 𝓬𝓸𝓶 𝓪𝓵𝓰𝓾𝓶𝓪 𝓼𝓾𝓻𝓹𝓻𝓮𝓼𝓪 𝓮 𝓰𝓮𝓻𝓪𝓻𝓪𝓶 𝓶𝓾𝓲𝓽𝓪 𝓬𝓸𝓷𝓿𝓮𝓻𝓼𝓪 𝓮𝓷𝓽𝓻𝓮 𝓹𝓪𝓲𝓼 𝓮 𝓭𝓮𝓷𝓽𝓻𝓸 𝓭𝓪 𝓹𝓻𝓸́𝓹𝓻𝓲𝓪 𝓬𝓸𝓶𝓾𝓷𝓲𝓭𝓪𝓭𝓮 𝓮𝓭𝓾𝓬𝓪𝓽𝓲𝓿𝓪. 𝓐𝓷𝓪́𝓵𝓲𝓼𝓮𝓼 𝓹𝓸𝓵𝓲́𝓽𝓲𝓬𝓪𝓼 𝓪̀ 𝓹𝓪𝓻𝓽𝓮, 𝓮 𝓸 𝓺𝓾𝓮 𝓻𝓮𝓪𝓵𝓶𝓮𝓷𝓽𝓮 𝓼𝓸𝓫𝓻𝓮𝓼𝓼𝓪𝓲𝓾 𝓯𝓸𝓲 𝓾𝓶 𝓬𝓮𝓻𝓽𝓸 𝓮𝓼𝓹𝓪𝓷𝓽𝓸 𝓭𝓮 𝓼𝓮𝓻 𝓸 𝓔𝓼𝓽𝓪𝓭𝓸 𝓬𝓱𝓲𝓷𝓮̂𝓼 𝓪 𝓽𝓮𝓻 𝓺𝓾𝓮 𝓲𝓷𝓽𝓮𝓻𝓿𝓲𝓻 𝓷𝓪𝓺𝓾𝓲𝓵𝓸 𝓺𝓾𝓮 𝓮́ 𝓬𝓸𝓷𝓼𝓲𝓭𝓮𝓻𝓪𝓭𝓸 𝓾𝓶 𝓮𝔁𝓬𝓮𝓼𝓼𝓸 𝓮𝓶 𝓿𝓪́𝓻𝓲𝓪𝓼 𝓰𝓮𝓸𝓰𝓻𝓪𝓯𝓲𝓪𝓼. 𝓝𝓪 𝓒𝓸𝓻𝓮𝓲𝓪 𝓭𝓸 𝓢𝓾𝓵 𝓮 𝓷𝓸 𝓙𝓪𝓹𝓪̃𝓸, 𝓸𝓼 𝓰𝓸𝓿𝓮𝓻𝓷𝓸𝓼 𝓽𝓪𝓶𝓫𝓮́𝓶 𝓳𝓪́ 𝓱𝓪𝓿𝓲𝓪𝓶 𝓬𝓻𝓲𝓪𝓭𝓸 𝓭𝓲𝓼𝓹𝓸𝓼𝓲𝓽𝓲𝓿𝓸𝓼 𝓹𝓪𝓻𝓪 𝓵𝓲𝓶𝓲𝓽𝓪𝓻 𝓸 𝓾𝓼𝓸 𝓮𝔁𝓬𝓮𝓼𝓼𝓲𝓿𝓸 𝓭𝓸𝓼 𝓳𝓸𝓰𝓸𝓼 𝓸𝓷𝓵𝓲𝓷𝓮, 𝓫𝓮𝓶 𝓬𝓸𝓶𝓸 𝓪 𝓞𝓻𝓰𝓪𝓷𝓲𝔃𝓪𝓬̧𝓪̃𝓸 𝓜𝓾𝓷𝓭𝓲𝓪𝓵 𝓭𝓪 𝓢𝓪𝓾́𝓭𝓮 (𝓞𝓜𝓢) 𝓬𝓵𝓪𝓼𝓼𝓲𝓯𝓲𝓬𝓸𝓾 𝓪 𝓭𝓮𝓹𝓮𝓷𝓭𝓮̂𝓷𝓬𝓲𝓪 𝓮𝓶 𝓳𝓸𝓰𝓸𝓼 𝓮𝓵𝓮𝓽𝓻𝓸́𝓷𝓲𝓬𝓸𝓼 𝓬𝓸𝓶𝓸 𝓾𝓶𝓪 𝓭𝓸𝓮𝓷𝓬̧𝓪. 𝓝𝓸 𝓡𝓮𝓲𝓷𝓸 𝓤𝓷𝓲𝓭𝓸, 𝓷𝓸𝓼 𝓔𝓼𝓽𝓪𝓭𝓸𝓼 𝓤𝓷𝓲𝓭𝓸𝓼 𝓭𝓪 𝓐𝓶𝓮́𝓻𝓲𝓬𝓪 𝓮 𝓷𝓸 𝓑𝓻𝓪𝓼𝓲𝓵 𝓪𝓾𝓶𝓮𝓷𝓽𝓪𝓶 𝓪𝓼 𝓬𝓵𝓲́𝓷𝓲𝓬𝓪𝓼 𝓹𝓻𝓲𝓿𝓪𝓭𝓪𝓼 𝓹𝓪𝓻𝓪 𝓸 𝓽𝓻𝓪𝓽𝓪𝓶𝓮𝓷𝓽𝓸 𝓭𝓮𝓼𝓽𝓮 𝓭𝓲𝓼𝓽𝓾́𝓻𝓫𝓲𝓸, 𝓹𝓻𝓸𝓿𝓸𝓬𝓪𝓭𝓸 𝓹𝓮𝓵𝓪 𝓬𝓻𝓮𝓼𝓬𝓮𝓷𝓽𝓮 𝓹𝓻𝓸𝓬𝓾𝓻𝓪 𝓭𝓮 𝓪𝓳𝓾𝓭𝓪 𝓹𝓸𝓻 𝓹𝓪𝓻𝓽𝓮 𝓭𝓮 𝓹𝓪𝓲𝓼 𝓭𝓮𝓼𝓮𝓼𝓹𝓮𝓻𝓪𝓭𝓸𝓼 𝓮 𝓪𝓽𝓮́ 𝓶𝓮𝓼𝓶𝓸 𝓭𝓮 𝓪𝓭𝓾𝓵𝓽𝓸𝓼 𝓺𝓾𝓮 𝓻𝓮𝓬𝓸𝓷𝓱𝓮𝓬𝓮𝓶 𝓪 𝓼𝓾𝓪 𝓲𝓷𝓬𝓪𝓹𝓪𝓬𝓲𝓭𝓪𝓭𝓮 𝓹𝓪𝓻𝓪 𝓬𝓸𝓷𝓽𝓻𝓸𝓵𝓪𝓻𝓮𝓶 𝓸 𝓿𝓲́𝓬𝓲𝓸 𝓲𝓷𝓼𝓽𝓪𝓵𝓪𝓭𝓸.

𝓞 𝓿𝓲́𝓬𝓲𝓸 𝓮𝓶 𝓳𝓸𝓰𝓸𝓼 𝓸𝓷𝓵𝓲𝓷𝓮 𝓮́ 𝓬𝓪𝓻𝓪𝓬𝓽𝓮𝓻𝓲𝔃𝓪𝓭𝓸 𝓹𝓮𝓵𝓸 𝓽𝓮𝓶𝓹𝓸 𝓮𝔁𝓬𝓮𝓼𝓼𝓲𝓿𝓸 𝓹𝓪𝓼𝓼𝓪𝓭𝓸 𝓮𝓶 𝓯𝓻𝓮𝓷𝓽𝓮 𝓪 𝓾𝓶 𝓮𝓬𝓻𝓪̃ 𝓪 𝓳𝓸𝓰𝓪𝓻, 𝓹𝓮𝓵𝓪 𝓭𝓲𝓯𝓲𝓬𝓾𝓵𝓭𝓪𝓭𝓮 𝓮𝓶 𝓹𝓪𝓻𝓪𝓻 𝓭𝓮 𝓳𝓸𝓰𝓪𝓻 𝓮 𝓹𝓮𝓵𝓪 𝓼𝓾𝓫𝓼𝓽𝓲𝓽𝓾𝓲𝓬̧𝓪̃𝓸 𝓭𝓮 𝓪𝓽𝓲𝓿𝓲𝓭𝓪𝓭𝓮𝓼 𝓼𝓪𝓾𝓭𝓪́𝓿𝓮𝓲𝓼 𝓹𝓮𝓵𝓸𝓼 𝓿𝓲𝓭𝓮𝓸𝓳𝓸𝓰𝓸𝓼. 𝓓𝓲𝓽𝓸 𝓪𝓼𝓼𝓲𝓶, 𝓺𝓾𝓪𝓼𝓮 𝓽𝓸𝓭𝓸𝓼 𝓷𝓸́𝓼 𝓽𝓮𝓶𝓸𝓼 𝓾𝓶𝓪 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪 𝓭𝓮𝓼𝓽𝓪𝓼 𝓮𝓶 𝓬𝓪𝓼𝓪, 𝓺𝓾𝓮 𝓷𝓸𝓼 𝓽𝓲𝓻𝓪 𝓭𝓸 𝓼𝓮́𝓻𝓲𝓸 𝓮 𝓺𝓾𝓮 𝓷𝓸𝓼 𝓵𝓮𝓿𝓪 𝓪̀ 𝓵𝓸𝓾𝓬𝓾𝓻𝓪 𝓼𝓮𝓶𝓹𝓻𝓮 𝓺𝓾𝓮 𝓬𝓸𝓶𝓮𝓬̧𝓪𝓶𝓸𝓼 𝓪 𝓭𝓲𝔃𝓮𝓻 𝓺𝓾𝓮 𝓮́ 𝓽𝓮𝓶𝓹𝓸 𝓭𝓮 𝓹𝓪𝓻𝓪𝓻 𝓸 𝓳𝓸𝓰𝓸. 𝓤𝓶𝓪 𝓭𝓪𝓼 𝓹𝓻𝓮𝓸𝓬𝓾𝓹𝓪𝓬̧𝓸̃𝓮𝓼 𝓽𝓻𝓪𝓷𝓼𝓿𝓮𝓻𝓼𝓪𝓲𝓼 𝓪 𝓶𝓾𝓲𝓽𝓸𝓼 𝓹𝓪𝓲𝓼 𝓮́ 𝓸 𝓽𝓮𝓶𝓹𝓸 𝓺𝓾𝓮 𝓸𝓼 𝓼𝓮𝓾𝓼 𝓯𝓲𝓵𝓱𝓸𝓼 𝓹𝓪𝓼𝓼𝓪𝓶 𝓷𝓪𝓼 𝓬𝓸𝓷𝓼𝓸𝓵𝓪𝓼, 𝓷𝓸𝓼 𝓽𝓮𝓵𝓮𝓶𝓸́𝓿𝓮𝓲𝓼 𝓮 𝓷𝓸𝓾𝓽𝓻𝓸𝓼 𝓰𝓪𝓭𝓰𝓮𝓽𝓼. 𝓤𝓶 𝓵𝓪𝓶𝓮𝓷𝓽𝓸 𝓺𝓾𝓮 𝓽𝓮𝓻𝓶𝓲𝓷𝓪 𝓷𝓾𝓶 𝓼𝓾𝓼𝓹𝓲𝓻𝓸 𝓭𝓮 𝓭𝓮𝓻𝓻𝓸𝓽𝓪, 𝓬𝓸𝓶 𝓸 𝓼𝓮𝓷𝓽𝓲𝓶𝓮𝓷𝓽𝓸 𝓭𝓮 𝓾𝓶𝓪 𝓻𝓮𝓷𝓭𝓲𝓬̧𝓪̃𝓸 𝓯𝓸𝓻𝓬̧𝓪𝓭𝓪 𝓪 𝓮𝓼𝓽𝓪 𝓷𝓸𝓿𝓪 𝓯𝓸𝓻𝓶𝓪 𝓭𝓮 𝓮𝓼𝓽𝓪𝓻 𝓮 𝓭𝓮 𝓹𝓪𝓼𝓼𝓪𝓻 𝓸 𝓽𝓮𝓶𝓹𝓸 𝓺𝓾𝓮 𝓼𝓮 𝓲𝓷𝓼𝓽𝓪𝓵𝓸𝓾 𝓷𝓪𝓼 𝓯𝓪𝓶𝓲́𝓵𝓲𝓪𝓼 𝓮 𝓺𝓾𝓮 𝓹𝓪𝓻𝓮𝓬𝓮 𝓷𝓪̃𝓸 𝓺𝓾𝓮𝓻𝓮𝓻 𝓪𝓫𝓪𝓷𝓭𝓸𝓷𝓪𝓻-𝓷𝓸𝓼 𝓷𝓾𝓷𝓬𝓪 𝓶𝓪𝓲𝓼. 𝓐 𝓿𝓮𝓻𝓭𝓪𝓭𝓮 𝓮́ 𝓺𝓾𝓮 𝓮𝓵𝓮𝓼 𝓷𝓪̃𝓸 𝓼𝓮 𝓯𝓪𝓻𝓽𝓪𝓶 𝓭𝓮 𝓳𝓸𝓰𝓪𝓻; 𝓮 𝓸 𝓭𝓲𝓪 𝓮𝓶 𝓺𝓾𝓮 𝓽𝓮𝓻𝓪̃𝓸 𝓬𝓸𝓷𝓼𝓬𝓲𝓮̂𝓷𝓬𝓲𝓪 𝓭𝓸 𝓶𝓪𝓵 𝓺𝓾𝓮 𝓵𝓱𝓮𝓼 𝓯𝓪𝔃 𝓮 𝓭𝓮 𝓬𝓸𝓶𝓸 𝓭𝓮𝓼𝓹𝓮𝓻𝓭𝓲𝓬̧𝓪𝓶 𝓱𝓸𝓻𝓪𝓼 𝓮 𝓭𝓲𝓪𝓼 𝓭𝓪 𝓼𝓾𝓪 𝓳𝓾𝓿𝓮𝓷𝓽𝓾𝓭𝓮 𝓽𝓪𝓻𝓭𝓪 𝓮𝓶 𝓬𝓱𝓮𝓰𝓪𝓻, 𝓪𝓹𝓮𝓼𝓪𝓻 𝓭𝓸𝓼 𝓼𝓮𝓻𝓶𝓸̃𝓮𝓼 𝓺𝓾𝓮 𝓿𝓪̃𝓸 𝓸𝓾𝓿𝓲𝓷𝓭𝓸 𝓮 𝓭𝓸𝓼 𝓪𝓹𝓮𝓵𝓸𝓼 𝓲𝓷𝓬𝓪𝓷𝓼𝓪́𝓿𝓮𝓲𝓼 𝓭𝓮 𝓶𝓾𝓲𝓽𝓸𝓼 𝓭𝓮 𝓷𝓸́𝓼.

𝓐𝓲𝓷𝓭𝓪 𝓪𝓼𝓼𝓲𝓶, 𝓬𝓸𝓷𝓿𝓮́𝓶 𝓻𝓮𝓬𝓸𝓻𝓭𝓪𝓻 𝓸𝓼 𝓹𝓮𝓻𝓲𝓰𝓸𝓼 𝓺𝓾𝓮 𝓬𝓸𝓻𝓻𝓮𝓶 𝓪𝓸 𝓽𝓸𝓻𝓷𝓪𝓻𝓮𝓶-𝓼𝓮 𝓿𝓲𝓬𝓲𝓪𝓭𝓸𝓼 𝓷𝓮𝓼𝓽𝓮𝓼 𝓳𝓸𝓰𝓸𝓼 𝓺𝓾𝓮 𝓼𝓪̃𝓸 𝓻𝓮𝓼𝓹𝓸𝓷𝓼𝓪́𝓿𝓮𝓲𝓼 𝓹𝓸𝓻 𝓾𝓶𝓪 𝓹𝓪𝓷𝓭𝓮𝓶𝓲𝓪 𝓽𝓮𝓬𝓷𝓸𝓵𝓸́𝓰𝓲𝓬𝓪, 𝓹𝓪𝓻𝓪 𝓪 𝓺𝓾𝓪𝓵 𝓪𝓲𝓷𝓭𝓪 𝓷𝓪̃𝓸 𝓱𝓪́ 𝓿𝓪𝓬𝓲𝓷𝓪. 𝓐 𝓮𝓼𝓽𝓮 𝓽𝓲𝓹𝓸 𝓭𝓮 𝓪𝓭𝓲𝓬̧𝓪̃𝓸 𝓮𝓼𝓽𝓪̃𝓸 𝓪𝓼𝓼𝓸𝓬𝓲𝓪𝓭𝓸𝓼 𝓼𝓲𝓷𝓽𝓸𝓶𝓪𝓼 𝓬𝓸𝓶𝓸 𝓪 𝓸𝓫𝓮𝓼𝓲𝓭𝓪𝓭𝓮, 𝓹𝓻𝓸𝓫𝓵𝓮𝓶𝓪𝓼 𝓷𝓸 𝓻𝓮𝓷𝓭𝓲𝓶𝓮𝓷𝓽𝓸 𝓮𝓼𝓬𝓸𝓵𝓪𝓻, 𝓭𝓲𝓶𝓲𝓷𝓾𝓲𝓬̧𝓪̃𝓸 𝓭𝓸 𝓽𝓮𝓶𝓹𝓸 𝓭𝓮 𝓼𝓸𝓷𝓸, 𝓭𝓸𝓻𝓮𝓼 𝓷𝓪𝓼 𝓪𝓻𝓽𝓲𝓬𝓾𝓵𝓪𝓬̧𝓸̃𝓮𝓼, 𝓶𝓪́ 𝓹𝓸𝓼𝓽𝓾𝓻𝓪, 𝓹𝓻𝓸𝓫𝓵𝓮𝓶𝓪𝓼 𝓭𝓮 𝓪𝓾𝓭𝓲𝓬̧𝓪̃𝓸, 𝓹𝓻𝓸𝓫𝓵𝓮𝓶𝓪𝓼 𝓭𝓮 𝓿𝓲𝓼𝓪̃𝓸, 𝓭𝓸𝓻 𝓭𝓮 𝓬𝓪𝓫𝓮𝓬̧𝓪, 𝓲𝓻𝓻𝓲𝓽𝓪𝓬̧𝓪̃𝓸 𝓺𝓾𝓪𝓷𝓭𝓸 𝓱𝓪́ 𝓹𝓻𝓲𝓿𝓪𝓬̧𝓪̃𝓸 𝓭𝓸 𝓳𝓸𝓰𝓸, 𝓪𝓾𝓶𝓮𝓷𝓽𝓸 𝓭𝓮 𝓬𝓸𝓷𝓯𝓵𝓲𝓽𝓸𝓼 𝓯𝓪𝓶𝓲𝓵𝓲𝓪𝓻𝓮𝓼…

𝓟𝓸𝓻 𝓿𝓮𝔃𝓮𝓼 𝓼𝓾𝓻𝓰𝓮 𝓪 𝓲𝓵𝓾𝓼𝓪̃𝓸 𝓭𝓮 𝓺𝓾𝓮 𝓸 𝓽𝓮𝓶𝓹𝓸 𝓺𝓾𝓮 𝓮𝓼𝓽𝓪𝓼 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪𝓼 𝓹𝓪𝓼𝓼𝓪𝓶 𝓷𝓸 𝓺𝓾𝓪𝓻𝓽𝓸 𝓪 𝓳𝓸𝓰𝓪𝓻 𝓮𝓿𝓲𝓽𝓪 𝓺𝓾𝓮 𝓹𝓪𝓼𝓼𝓮𝓶 𝓮𝓼𝓽𝓮 𝓽𝓮𝓶𝓹𝓸 𝓯𝓸𝓻𝓪 𝓭𝓮 𝓬𝓪𝓼𝓪, 𝓬𝓸𝓻𝓻𝓮𝓷𝓭𝓸 𝓸 𝓻𝓲𝓼𝓬𝓸 𝓭𝓮 𝓬𝓪𝓲𝓻 𝓷𝓸𝓾𝓽𝓻𝓪𝓼 𝓭𝓮𝓹𝓮𝓷𝓭𝓮̂𝓷𝓬𝓲𝓪𝓼 𝓸𝓾 𝓶𝓮𝓽𝓮𝓻𝓮𝓶-𝓼𝓮 𝓮𝓶 𝓼𝓪𝓻𝓲𝓵𝓱𝓸𝓼. 𝓔́ 𝓾𝓶𝓪 𝓯𝓸𝓻𝓶𝓪 𝓼𝓲𝓶𝓹𝓪́𝓽𝓲𝓬𝓪 𝓭𝓮 𝓮𝓷𝓬𝓸𝓷𝓽𝓻𝓪𝓻𝓶𝓸𝓼 𝓾𝓶𝓪 𝓳𝓾𝓼𝓽𝓲𝓯𝓲𝓬𝓪𝓬̧𝓪̃𝓸 𝓹𝓪𝓻𝓪 𝓪 𝓷𝓸𝓼𝓼𝓪 𝓲𝓷𝓮́𝓻𝓬𝓲𝓪 𝓮, 𝓶𝓾𝓲𝓽𝓪𝓼 𝓿𝓮𝔃𝓮𝓼, 𝓲𝓶𝓹𝓸𝓽𝓮̂𝓷𝓬𝓲𝓪 𝓮𝓶 𝓵𝓲𝓭𝓪𝓻 𝓬𝓸𝓶 𝓮𝓼𝓽𝓮 𝓹𝓻𝓸𝓫𝓵𝓮𝓶𝓪. 𝓗𝓪́ 𝓮𝓼𝓽𝓾𝓭𝓸𝓼 𝓷𝓸𝓻𝓽𝓮-𝓪𝓶𝓮𝓻𝓲𝓬𝓪𝓷𝓸𝓼 𝓺𝓾𝓮 𝓻𝓮𝓵𝓪𝓽𝓪𝓶 𝓾𝓶𝓪 𝓶𝓮́𝓭𝓲𝓪 𝓭𝓮 𝟏𝟑 𝓱𝓸𝓻𝓪𝓼 𝓹𝓸𝓻 𝓭𝓲𝓪 𝓰𝓪𝓼𝓽𝓪𝓼 𝓮𝓶 𝓿𝓲𝓭𝓮𝓸𝓳𝓸𝓰𝓸𝓼, 𝓷𝓪̃𝓸 𝓲𝓷𝓬𝓵𝓾𝓲𝓷𝓭𝓸 𝓸 𝓽𝓮𝓶𝓹𝓸 𝓺𝓾𝓮 𝓮𝓼𝓽𝓪𝓼 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪𝓼 𝓹𝓪𝓼𝓼𝓪𝓶 𝓷𝓪𝓼 𝓪𝓹𝓵𝓲𝓬𝓪𝓬̧𝓸̃𝓮𝓼 𝓼𝓸𝓬𝓲𝓪𝓲𝓼.

𝓐 𝓢𝓸𝓬𝓲𝓮𝓭𝓪𝓭𝓮 𝓑𝓻𝓪𝓼𝓲𝓵𝓮𝓲𝓻𝓪 𝓭𝓮 𝓟𝓮𝓭𝓲𝓪𝓽𝓻𝓲𝓪 𝓻𝓮𝓬𝓸𝓶𝓮𝓷𝓭𝓪 𝓺𝓾𝓮 𝓪𝓽𝓮́ 𝓪𝓸𝓼 𝟐 𝓪𝓷𝓸𝓼 𝓷𝓪̃𝓸 𝓱𝓪𝓳𝓪 𝓺𝓾𝓪𝓵𝓺𝓾𝓮𝓻 𝓬𝓸𝓷𝓽𝓪𝓬𝓽𝓸 𝓬𝓸𝓶 𝓮𝓬𝓻𝓪̃𝓼 𝓸𝓾 𝓬𝓸𝓶 𝓳𝓸𝓰𝓸𝓼 – 𝓽𝓸𝓵𝓮𝓻𝓪̂𝓷𝓬𝓲𝓪 𝔃𝓮𝓻𝓸! 𝓔𝓷𝓽𝓻𝓮 𝓸𝓼 𝟐 𝓮 𝓸𝓼 𝟓 𝓪𝓷𝓸𝓼, 𝓪 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪 𝓹𝓸𝓭𝓮 𝓽𝓮𝓻 𝓾𝓶𝓪 𝓱𝓸𝓻𝓪 𝓭𝓮 𝓪𝓬𝓮𝓼𝓼𝓸 𝓮 𝓬𝓸𝓶 𝓪 𝓼𝓾𝓹𝓮𝓻𝓿𝓲𝓼𝓪̃𝓸 𝓭𝓮 𝓾𝓶 𝓪𝓭𝓾𝓵𝓽𝓸. 𝓓𝓸𝓼 𝟔 𝓪𝓸𝓼 𝟏𝟏 𝓪𝓷𝓸𝓼, 𝓷𝓸 𝓶𝓪́𝔁𝓲𝓶𝓸, 𝓹𝓮𝓻𝓶𝓲𝓽𝓲𝓻 𝓭𝓾𝓪𝓼 𝓱𝓸𝓻𝓪𝓼 𝓭𝓮 𝓮𝓬𝓻𝓪̃ 𝓮, 𝓭𝓮 𝓹𝓻𝓮𝓯𝓮𝓻𝓮̂𝓷𝓬𝓲𝓪, 𝓹𝓻𝓸𝓰𝓻𝓪𝓶𝓪𝓼 𝓮𝓭𝓾𝓬𝓪𝓽𝓲𝓿𝓸𝓼. 𝓔 𝓪 𝓹𝓪𝓻𝓽𝓲𝓻 𝓭𝓸𝓼 𝟏𝟐 𝓪𝓷𝓸𝓼, 𝓲𝓶𝓹𝓸𝓻 𝓸 𝓵𝓲𝓶𝓲𝓽𝓮 𝓭𝓲𝓪́𝓻𝓲𝓸 𝓭𝓮 𝓽𝓻𝓮̂𝓼 𝓱𝓸𝓻𝓪𝓼, 𝓼𝓮𝓷𝓭𝓸 𝓺𝓾𝓮 𝓮𝓶 𝓬𝓲𝓻𝓬𝓾𝓷𝓼𝓽𝓪̂𝓷𝓬𝓲𝓪 𝓪𝓵𝓰𝓾𝓶𝓪 𝓭𝓮𝓿𝓮𝓶 𝓼𝓮𝓻 𝓷𝓸 𝓹𝓮𝓻𝓲́𝓸𝓭𝓸 𝓷𝓸𝓽𝓾𝓻𝓷𝓸, 𝓳𝓪́ 𝓺𝓾𝓮 𝓪𝓯𝓮𝓽𝓪 𝓰𝓻𝓪𝓿𝓮𝓶𝓮𝓷𝓽𝓮 𝓪 𝓺𝓾𝓪𝓵𝓲𝓭𝓪𝓭𝓮 𝓭𝓸 𝓼𝓸𝓷𝓸.

𝓐 𝓹𝓻𝓸𝓫𝓵𝓮𝓶𝓪́𝓽𝓲𝓬𝓪 𝓭𝓸𝓼 𝓳𝓸𝓰𝓸𝓼 𝓪𝓲𝓷𝓭𝓪 𝓮𝓼𝓽𝓪́ 𝓹𝓪𝓻𝓪 𝓭𝓾𝓻𝓪𝓻 𝓮 𝓿𝓪𝓲 𝓰𝓮𝓻𝓪𝓻 𝓶𝓾𝓲𝓽𝓪 𝓭𝓲𝓼𝓬𝓾𝓼𝓼𝓪̃𝓸, 𝓷𝓪̃𝓸 𝓼𝓸́ 𝓹𝓮𝓵𝓸𝓼 𝓲𝓷𝓽𝓮𝓻𝓮𝓼𝓼𝓮𝓼 𝓭𝓪𝓼 𝓰𝓻𝓪𝓷𝓭𝓮𝓼 𝓮𝓶𝓹𝓻𝓮𝓼𝓪𝓼 𝓭𝓮 𝓳𝓸𝓰𝓸𝓼 𝓸𝓷𝓵𝓲𝓷𝓮 𝓺𝓾𝓮 𝓹𝓪𝓰𝓪𝓶 𝓮𝓼𝓽𝓾𝓭𝓸𝓼 𝓼𝓸𝓫𝓻𝓮 𝓸𝓼 𝓮𝓯𝓮𝓲𝓽𝓸𝓼 𝓭𝓸𝓼 𝓳𝓸𝓰𝓸𝓼 𝓷𝓪𝓼 𝓬𝓻𝓲𝓪𝓷𝓬̧𝓪𝓼 𝓮 𝓲𝓷𝓾𝓷𝓭𝓪𝓶 𝓸 𝓮𝓼𝓹𝓪𝓬̧𝓸 𝓶𝓮𝓭𝓲𝓪́𝓽𝓲𝓬𝓸 𝓬𝓸𝓶 𝓻𝓮𝓼𝓾𝓵𝓽𝓪𝓭𝓸𝓼 𝓺𝓾𝓮 𝓸𝓼 𝓯𝓪𝓿𝓸𝓻𝓮𝓬𝓮𝓶, 𝓬𝓸𝓶𝓸 𝓪𝓼 𝓬𝓸𝓷𝓼𝓮𝓺𝓾𝓮̂𝓷𝓬𝓲𝓪𝓼 𝓹𝓪𝓻𝓪 𝓪 𝓼𝓪𝓾́𝓭𝓮 𝓶𝓮𝓷𝓽𝓪𝓵, 𝓼𝓸𝓬𝓲𝓪𝓵 𝓮 𝓬𝓸𝓶𝓹𝓸𝓻𝓽𝓪𝓶𝓮𝓷𝓽𝓪𝓵 𝓼𝓸́ 𝓼𝓮 𝓻𝓮𝓿𝓮𝓵𝓪𝓻𝓪̃𝓸 𝓪 𝓶𝓮́𝓭𝓲𝓸 𝓮 𝓪 𝓵𝓸𝓷𝓰𝓸 𝓹𝓻𝓪𝔃𝓸.

𝓐𝓽𝓮́ 𝓵𝓪́, 𝓽𝓮𝓻𝓪́ 𝓺𝓾𝓮 𝓷𝓸𝓼 𝓿𝓪𝓵𝓮𝓻 𝓪 𝓲𝓷𝓽𝓾𝓲𝓬̧𝓪̃𝓸 𝓮𝓷𝓺𝓾𝓪𝓷𝓽𝓸 𝓹𝓪𝓲𝓼 𝓮 𝓮𝓭𝓾𝓬𝓪𝓭𝓸𝓻𝓮𝓼. 𝓣𝓮𝓻𝓶𝓸𝓼 𝓼𝓮𝓶𝓹𝓻𝓮 𝓪 𝓬𝓸𝓷𝓼𝓬𝓲𝓮̂𝓷𝓬𝓲𝓪 𝓺𝓾𝓮 𝓬𝓪𝓭𝓪 𝓱𝓸𝓻𝓪 𝓹𝓪𝓼𝓼𝓪𝓭𝓪 𝓪 𝓳𝓸𝓰𝓪𝓻 𝓸𝓷𝓵𝓲𝓷𝓮 𝓮́ 𝓾𝓶𝓪 𝓱𝓸𝓻𝓪 𝓹𝓮𝓻𝓭𝓲𝓭𝓪 𝓭𝓮 𝓮𝓶𝓹𝓪𝓽𝓲𝓪, 𝓭𝓮 𝓽𝓸𝓺𝓾𝓮, 𝓭𝓮 𝓢𝓸𝓵, 𝓭𝓮 𝓪𝓻 𝓵𝓲𝓿𝓻𝓮, 𝓭𝓮 𝓽𝓻𝓸𝓬𝓪 𝓭𝓮 𝓸𝓵𝓱𝓪𝓻𝓮𝓼, 𝓭𝓮 𝓼𝓪𝓫𝓸𝓻𝓮𝓪𝓻 𝓾𝓶 𝓰𝓮𝓵𝓪𝓭𝓸 𝓬𝓸𝓶 𝓽𝓸𝓭𝓪𝓼 𝓪𝓼 𝓹𝓪𝓹𝓲𝓵𝓪𝓼 𝓰𝓾𝓼𝓽𝓪𝓽𝓲𝓿𝓪𝓼, 𝓭𝓮 𝓾𝓶𝓪 𝓱𝓲𝓼𝓽𝓸́𝓻𝓲𝓪 𝓹𝓪𝓻𝓪 𝓬𝓸𝓷𝓽𝓪𝓻 𝓮 𝓪𝓽𝓮́ 𝓭𝓮 𝓾𝓶 𝓳𝓸𝓮𝓵𝓱𝓸 𝓮𝓼𝓯𝓸𝓵𝓪𝓭𝓸 𝓷𝓾𝓶𝓪 𝓼𝓪𝓲́𝓭𝓪 𝓭𝓮 𝓫𝓲𝓬𝓲𝓬𝓵𝓮𝓽𝓪 𝓮𝓶 𝓯𝓪𝓶𝓲́𝓵𝓲𝓪.

𝓝𝓸 𝓶𝓮𝓾 𝓽𝓮𝓶𝓹𝓸, 𝓽𝓲𝓷𝓱𝓪 𝓺𝓾𝓮 𝓹𝓮𝓭𝓲𝓻 𝓹𝓪𝓻𝓪 𝓲𝓻 𝓫𝓻𝓲𝓷𝓬𝓪𝓻 𝓹𝓪𝓻𝓪 𝓪 𝓻𝓾𝓪 𝓬𝓸𝓶 𝓪𝓼 𝓪𝓶𝓲𝓰𝓪𝓼 𝓮 𝓶𝓾𝓲𝓽𝓪𝓼 𝓿𝓮𝔃𝓮𝓼 𝓸𝓾𝓿𝓲𝓪 𝓪 𝓻𝓮𝓼𝓹𝓸𝓼𝓽𝓪 “𝓷𝓪̃𝓸”, 𝓸𝓻𝓪 𝓹𝓸𝓻𝓺𝓾𝓮 𝓮𝓻𝓪 𝓽𝓪𝓻𝓭𝓮, 𝓸𝓻𝓪 𝓹𝓸𝓻𝓺𝓾𝓮 𝓳𝓪́ 𝓽𝓲𝓷𝓱𝓪 𝓲𝓭𝓸, 𝓸𝓻𝓪 𝓹𝓸𝓻 𝓺𝓾𝓪𝓵𝓺𝓾𝓮𝓻 𝓸𝓾𝓽𝓻𝓪 𝓻𝓪𝔃𝓪̃𝓸 𝓺𝓾𝓮 𝓮𝓾 𝓷𝓪̃𝓸 𝓺𝓾𝓮𝓼𝓽𝓲𝓸𝓷𝓪𝓿𝓪. 𝓗𝓸𝓳𝓮, 𝓸𝓼 𝓶𝓮𝓾𝓼 𝓯𝓲𝓵𝓱𝓸𝓼 𝓮𝓼𝓽𝓻𝓪𝓷𝓱𝓪𝓶 𝓽𝓮𝓻 𝓺𝓾𝓮 𝓹𝓮𝓭𝓲𝓻 𝓹𝓪𝓻𝓪 𝓳𝓸𝓰𝓪𝓻 𝓸𝓷𝓵𝓲𝓷𝓮 𝓬𝓸𝓶 𝓸𝓼 𝓪𝓶𝓲𝓰𝓸𝓼… 𝓮 𝓹𝓪𝓻𝓪 𝓶𝓲𝓶 𝓮́ 𝓸 𝓶𝓮𝓼𝓶𝓸, 𝓪𝓲𝓷𝓭𝓪 𝓺𝓾𝓮 𝓽𝓻𝓮̂𝓼 𝓭𝓮́𝓬𝓪𝓭𝓪𝓼 𝓭𝓮𝓹𝓸𝓲𝓼.

𝓟𝓪𝓻𝓪 𝓷𝓸́𝓼, 𝓷𝓪̃𝓸 𝓹𝓸𝓭𝓮 𝓭𝓮𝓲𝔁𝓪𝓻 𝓭𝓮 𝓼𝓮𝓻 𝓬𝓾𝓻𝓲𝓸𝓼𝓸, 𝓮𝓷𝓺𝓾𝓪𝓷𝓽𝓸 𝓬𝓾𝓵𝓽𝓸𝓻𝓮𝓼 𝓭𝓸 𝓭𝓮𝓶𝓸𝓵𝓲𝓫𝓮𝓻𝓪𝓵𝓲𝓼𝓶𝓸, 𝓺𝓾𝓮 𝓼𝓮𝓳𝓪 𝓾𝓶 𝓹𝓪𝓲́𝓼 𝓬𝓸𝓶𝓸 𝓪 𝓒𝓱𝓲𝓷𝓪, 𝓬𝓸𝓶 𝓾𝓶 𝓻𝓮𝓰𝓲𝓶𝓮 𝓹𝓸𝓵𝓲́𝓽𝓲𝓬𝓸 𝓺𝓾𝓮 𝓹𝓸𝓾𝓬𝓸 𝓸𝓾 𝓷𝓪𝓭𝓪 𝓽𝓮𝓶 𝓷𝓪𝓭𝓪 𝓪 𝓿𝓮𝓻 𝓬𝓸𝓶 𝓸 𝓷𝓸𝓼𝓼𝓸, 𝓪 𝓽𝓸𝓶𝓪𝓻 𝓾𝓶𝓪 𝓭𝓮𝓬𝓲𝓼𝓪̃𝓸 𝓭𝓮𝓼𝓽𝓪 𝓷𝓪𝓽𝓾𝓻𝓮𝔃𝓪 𝓮 𝓪 𝓪𝓭𝓲𝓪𝓷𝓽𝓪𝓻-𝓼𝓮 𝓷𝓪 𝓹𝓻𝓮𝓸𝓬𝓾𝓹𝓪𝓬̧𝓪̃𝓸 𝓬𝓸𝓶 𝓪𝓼 𝓰𝓮𝓻𝓪𝓬̧𝓸̃𝓮𝓼 𝓶𝓪𝓲𝓼 𝓳𝓸𝓿𝓮𝓷𝓼 𝓮 𝓬𝓸𝓶 𝓪 𝓮𝔁𝓹𝓸𝓼𝓲𝓬̧𝓪̃𝓸 𝓭𝓮𝓼𝓮𝓷𝓯𝓻𝓮𝓪𝓭𝓪 𝓪 𝓮𝓼𝓽𝓪𝓼 𝓷𝓸𝓿𝓪𝓼 𝓽𝓮𝓬𝓷𝓸𝓵𝓸𝓰𝓲𝓪𝓼.

IN "i" - 06/09/21

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