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DC Field | Value | Language |
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dc.contributor.author | Mello, Rodrigo Vieira de | |
dc.date.accessioned | 2023-12-22T03:01:36Z | - |
dc.date.available | 2023-12-22T03:01:36Z | - |
dc.date.issued | 2020-01-21 | |
dc.identifier.citation | MELLO, Rodrigo Vieira de. Um panorama sobre o uso dos videogames na neuropsicologia infantil. 2020. 59 f. Dissertação (Mestrado em Psicologia) - Instituto de Educação, Universidade Federal Rural do Rio de Janeiro, Seropédica, RJ, 2020. | por |
dc.identifier.uri | https://rima.ufrrj.br/jspui/handle/20.500.14407/14490 | - |
dc.description.abstract | Videogames se tornaram muito populares nas últimas décadas, trazendo consigo grande impacto social e econômico. Pessoas das mais variadas classes sociais, independente do sexo ou idade fazem uso deles. Essa popularização trouxe também o interesse em saber quais são as influências que os mesmos trazem a seus usuários. Diversas pesquisas encontraram evidências que os videogames podem ter impacto positivo em aspectos da cognição tais como atenção, memória operacional e funções executivas. Entretanto, os métodos empregados para a condução dos mesmos ainda são heterogêneos, o que pode gerar uma variação dos resultados. O presente estudo teve como objetivo conduzir uma revisão sistemática da literatura através do método PRISMA nas plataformas SciELO, LILACS, PsycINFO e PUBMED para investigar os principais métodos e delineamentos nos estudos utilizando videogames com foco cognitivo na faixa-etária de 6 a 12 anos de idade. A partir dos critérios de inclusão/exclusão, foram selecionados e analisados 18 artigos de acordo com os métodos/delineamentos utilizados, sendo categorizados nas variáveis como: público-alvo, grupos experimentais, instrumentos, delineamento pré e pós-testagem, tipos de videogames (gênero dos jogos, duração, recompensas, etc), recursos psicofisiológicos, efeitos de generalização/transferência e estudos de acompanhamento (follow-ups), dentre outros. Os resultados do presente estudo fornecem um panorama sistemático dos métodos mais comumente utilizados, bem como auxiliarão futuras pesquisas em melhores delineamentos ao utilizar videogames como instrumento de avaliação ou intervenção neuropsicológica. O resultado do presente estudo pretendeu fornecer um panorama do uso desta ferramenta na Neuropsicologia. Este compilado poderá auxiliar na orientação de possíveis intervenções sobre os domínios cognitivos mais deficitários e o melhor aproveitamento das potencialidades de maneira mais lúdica e prazerosa. | por |
dc.description.sponsorship | CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior | por |
dc.format | application/pdf | * |
dc.language | por | por |
dc.publisher | Universidade Federal Rural do Rio de Janeiro | por |
dc.rights | Acesso Aberto | por |
dc.subject | Videogames | por |
dc.subject | Cognição | por |
dc.subject | Neuropsicologia | por |
dc.subject | Cognition | eng |
dc.subject | Neuropsychology | eng |
dc.subject | video game | eng |
dc.title | Um panorama sobre o uso dos videogames na neuropsicologia infantil | por |
dc.type | Dissertação | por |
dc.description.abstractOther | Video games have become very popular in recent decades, bringing with them great social and economic impact. People from all walks of life, regardless of gender or age, make use of them. This popularization also brought interest to know what are the influences they bring to their users. Several studies have found evidence that video games can have a positive impact on aspects of cognition such as attention, working memory, and executive functions. However, the methods used to conduct them are still heterogeneous, which can generate a variation of the results. This study aimed to conduct a systematic literature review using the PRISMA method on the SciELO, LILACS, PsycINFO and PUBMED platforms to investigate the main methods and designs in the studies using cognitive-focused video games in the age group of 6 to 12 years old. From the inclusion / exclusion criteria, 18 articles were selected and analyzed according to the methods / designs used, being categorized in the variables as: target audience and experimental groups, instruments, pre and post-test design, types of video games ( gender, duration, rewards, etc.), psychophysiological resources, generalization / transfer effects, and follow-up studies, among others. The results of the present study provide a systematic overview of the most commonly used methods, as well as assisting future research in the correct design using video games as a neuropsychological assessment or intervention tool. The result of the present study was intended to provide an overview of the use of this tool in neuropsychology. This compilation may help to guide possible interventions on the most deficient cognitive domains and the best use of potentialities in a more playful and enjoyable way. | eng |
dc.contributor.advisor1 | Pires, Emmy Uehara | |
dc.contributor.advisor1ID | 099.231.197-77 | por |
dc.contributor.advisor1Lattes | http://lattes.cnpq.br/6389610616100719 | por |
dc.contributor.referee1 | Pires, Emmy Uehara | |
dc.contributor.referee2 | Souza, Wanderson Fernandes de | |
dc.contributor.referee3 | Norte, Carlos Eduardo Lourenço dos Santos | |
dc.creator.ID | 097.481.577-25 | por |
dc.creator.Lattes | http://lattes.cnpq.br/2767969835637329 | por |
dc.publisher.country | Brasil | por |
dc.publisher.department | Instituto de Educação | por |
dc.publisher.initials | UFRRJ | por |
dc.publisher.program | Programa de Pós-Graduação em Psicologia | por |
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dc.subject.cnpq | Psicologia | por |
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dc.originais.uri | https://tede.ufrrj.br/jspui/handle/jspui/6353 | |
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Appears in Collections: | Mestrado em Psicologia |
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