Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 20 de 151
Filter
1.
Estud. Psicol. (Campinas, Online) ; 41: e220032, 2024. tab, graf
Article in English | LILACS, INDEXPSI | ID: biblio-1550254

ABSTRACT

Objective Impulsivity has been robustly linked to various addictions, including behavioral addictions. This systematic review aimed to investigate possible relationships between impulsivity and gaming disorder. Method A total of 1,710 empirical studies, without date or language restrictions, were retrieved from Biblioteca Virtual em Saúde, Cumulative Index to Nursing and Allied Health Literature, PubMed, PsycNET, Scopus, and Web of Science databases. In total, 16 studies met the inclusion criteria and were included for extraction, quantitative analysis, and integrative synthesis. Results Overall, a positive association was observed between gaming disorder and both self-reported measures of impulsivity and behavioral measures of impulsivity. Gaming disorder was associated with the presence of high-risk trends, high sensitivity to rewards, reduced inhibitory control, and low self-control among video game players. Conclusion The present systematic review provides preliminary support for the robust association between impulsivity and gaming disorder. However, given the methodological heterogeneity in assessment instruments and statistical procedures, the identified association should be interpreted cautiously.


Objetivo A impulsividade tem estado fortemente ligada a vários tipos de dependência, incluindo as dependências comportamentais. Esta revisão sistemática visou investigar possíveis relações entre a impulsividade e o transtorno por jogos eletrônicos. Método Um total de 1.710 estudos empíricos, sem restrições de data ou linguagem, foram recuperados das bases de dados Biblioteca Virtual em Saúde, Cumulative Index to Nursing and Allied Health Literature, PubMed, PsycNET, Scopus, e Web of Science. No total, 16 estudos preencheram os critérios de inclusão e foram incluídos para extração, análise quantitativa, e síntese integrativa. Resultados Observou-se uma associação positiva entre o transtorno por jogos eletrônicos e as medidas de impulsividade e de comportamento de impulsividade autorrelatadas. O transtorno por jogos eletrônicos foi associado à presença de tendências de alto risco, alta sensibilidade às recompensas, controle inibitório reduzido, e baixo autocontrole entre os jogadores. Conclusão A presente revisão fornece apoio preliminar para uma associação robusta entre a impulsividade e o transtorno por jogos eletrônicos. Contudo, dada a heterogeneidade metodológica nos instrumentos de avaliação e procedimentos estatísticos, esta associação deve ser interpretada com cautela.


Subject(s)
Video Games , Systematic Review , Internet Addiction Disorder , Impulsive Behavior
2.
rev. psicogente ; 26(49)jun. 2023.
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1536971

ABSTRACT

Introducción: El nivel de riesgo de consumo se establece a partir de la exposición que tiene una persona a ciertos factores de riesgo o características individuales, familiares o sociales, que posibilitan o aumentan el consumo de sustancias psicoactivas (SPA). Objetivo: Este estudio tuvo como propósito relacionar el nivel de riesgo de consumo de SPA con el uso problemático de videojuegos y redes sociales, a fin de establecer su posible papel como factores de riesgo de tipo social. Método: Se realizó un estudio de tipo cuantitativo con un diseño no experimental transversal de alcance descriptivo correlacional con la participación de 736 estudiantes. Se emplearon como instrumentos de recolección de datos el cuestionario sociodemográfico, prueba de tamizaje ASSIST 3,1, cuestionario de adicción a redes sociales - ARS y el cuestionario de Experiencias Relacionadas con los Videojuegos - CERV. Resultados: Algunos resultados sugieren mayor exposición al consumo de sustancias alcohólicas, derivados del tabaco, del cannabis y mayores niveles en el uso problemático de redes sociales y videojuegos. Conclusiones: A partir de lo hallado, las evidencias apuntan a que el aumento de riesgo no depende de la tipología familiar, al contrario de lo que pasa con el sexo, a su vez el consumo de tabaco, alcohol, cocaína, inhalantes, sedantes y opiáceos dependen de variaciones.


Introduction: The level of risk of consumption is established from the exposure that a person has to certain risk factors or individual, family, or social characteristics, which enable or increase the consumption of psychoactive substances (PAS). Objective: The purpose of this study was to relate the level of risk of PAS consumption with the problematic use of video games and social networks, in order to establish their possible role as social risk factors. Method: A quantitative study was carried out with a non-experimental cross-sectional design of descriptive correlational scope with the participation of 736 students. The sociodemographic questionnaire, ASSIST 3,1 screening test, social network addiction questionnaire ARS and the Video Game Related Experiences Questionnaire CERV were used as data collection instruments. Results: It was found Some results suggest greater exposure to the consumption of alcoholic substances, tobacco derivatives, cannabis derivatives and higher levels in the problematic use of social networks and video games. Conclusions: From what was found, the evidence points to the fact that increased risk does not depend on family typology, contrary to what happens with sex, in turn the consumption of tobacco, alcohol, cocaine, inhalants, sedatives and opiates depend on variations.

3.
J. bras. psiquiatr ; 72(2): 111-117, ab.-jun. 2023. tab
Article in English | LILACS-Express | LILACS | ID: biblio-1506603

ABSTRACT

ABSTRACT Objective To investigate the prevalence of internet gaming disorder (IGD) symptoms in a sample of Brazilian adults, and its association with personality, psychiatric symptoms and psychosocial measures. Methods We evaluated 219 adults online recruited using questionnaires and psychometric scales. We evaluated the behavior and pattern of internet games using the Game Addiction Scale (GAS). We tested the association of the previous measures with the GAS scores by spearman correlations and multiple regression analysis. Results Of our sample, 74% played games online. We found correlations between IGD symptoms and most symptoms of mental disorders, with small or moderate effect sizes, as well as correlations with the personality traits of agreeableness (r = -0.272; p < 0.001), conscientiousness (r = - 0.314; p < 0.001), and neuroticism (r = 0.299; p < 0.001). Additionally, we found a negative association with psychosocial outcomes such as quality of life (r = -0.339; p < 0.001) and life satisfaction (r = - 0.202; p < 0.003). The multivariate model included the personality traits of conscientiousness and agreeableness and symptoms of dissociation and somatization as predictors. The prevalence of IGD was 9% in those who played online games. Conclusion IGD is correlated with different areas of the individual's life, such as personality, quality of life, and several common symptoms of mental disorders. The prevalence can be considered high among players (9%). Conscientiousness, agreeability, somatic symptoms, and dissociative symptoms were associated with the symptoms of IGD.


RESUMO Objetivo Investigar a prevalência de sintomas do transtorno do jogo pela internet (TJI) em uma amostra de adultos brasileiros e sua associação com personalidade, sintomas psiquiátricos e medidas psicossociais. Métodos Avaliamos 219 adultos recrutados on-line por meio de questionários e escalas psicométricas. Avaliamos o comportamento e o padrão dos jogos na internet usando a Game Addiction Scale (GAS). Testamos a associação das medidas anteriores com as pontuações na GAS por meio de correlações de Spearman e análise de regressão múltipla. Resultados De nossa amostra, 74% jogavam jogos on-line. Encontramos correlações entre sintomas do TJI e a maioria dos sintomas de transtornos mentais, com tamanhos de efeito pequenos ou moderados, bem como correlações com os traços de personalidade de amabilidade (r = -0,272; p < 0,001), conscienciosidade (r = - 0,314; p < 0,001) e neuroticismo (r = 0,299; p < 0,001). Além disso, encontramos uma associação negativa com resultados psicossociais, como qualidade de vida (r = -0,339; p < 0,001) e satisfação com a vida (r = - 0,202; p < 0,003). O modelo multivariado incluiu os traços de personalidade de conscienciosidade e amabilidade e sintomas de dissociação e somatização como preditores. A prevalência de TJI foi de 9% entre os que jogavam jogos on-line. Conclusão O TJI está correlacionado com diferentes áreas da vida do indivíduo, como personalidade, qualidade de vida e vários sintomas comuns de transtornos mentais. A prevalência pode ser considerada alta entre os jogadores (9%). Conscienciosidade, amabilidade, sintomas somáticos e sintomas dissociativos estavam associados aos sintomas do TJI.

4.
Arq. neuropsiquiatr ; 81(5): 484-491, May 2023. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1447403

ABSTRACT

Abstract Background Currently, studies using video games as an intervention to improve cognitive functions in the elderly are on the rise. Objective To investigate and evaluate the effects of cognitive interventions using video games on cognition in healthy elderly people published in the last ten years. Methods A systematic review involving a qualitative analysis carried out between July and September 2021 on the SciELO, LILACS and MEDLINE databases.. Results A total of 262 articles were identified in the initial search. After exclusion of duplicates, analysis of titles/abstracts and of the full text, a final total of 9 studies were included in the review. The objectives of the studies included investigating the effects on cognition of cognitive training (CT) programs using video games compared to programs using entertainment games or to low-intensity CT games. Despite the growing number of studies, many of them were focused on cognitive rehabilitation in elderly people with some degree of cognitive impairment, and few involved training among healthy elderly people.


Resumo Antecedentes Atualmente, estão em alta estudos que utilizam video games para melhorar as funções cognitivas em idosos. Objetivo Investigar e avaliar os efeitos de intervenções cognitivas com video games na cognição de idosos saudáveis publicadas nos últimos dez anos. Métodos Estudo de revisão sistemática com análise qualitativa realizado entre julho e setembro de 2021, das bases de dados SciELO, LILACS e MEDLINE. Resultados Foram identificados 262 estudos na busca inicial. Após a exclusão de estudos duplicados, análise dos títulos e resumos, e análise integral dos estudos, nove estudos foram incluídos na revisão. Os objetivos de alguns estudos incluíam investigar os efeitos na cognição de programas de treino cognitivo (TC) com video games comparados aos de programas com jogos de entretenimento ou com jogos com baixa intensidade de TC. Apesar do crescente número de estudos, muitos centravam-se na reabilitação cognitiva em idosos com algum comprometimento cognitivo e poucos realizaram o treino em idosos saudáveis. Conclusão Pelos estudos analisados, as intervenções de TC com video games apresentaram melhorias significativas na velocidade de processamento (VP) e na memória operacional (MO); por outro lado, não foram observadas melhorias nas funções executivas.

5.
RECIIS (Online) ; 17(1): 175-189, jan.-marc. 2023.
Article in Portuguese | LILACS | ID: biblio-1419249

ABSTRACT

Considerando que o conhecimento do direito à saúde de toda a população deve ser estimulado no público jovem com a finalidade de fortalecer as políticas públicas dessa área, este artigo baseia-se em uma pesquisa que buscou analisar o potencial do jogo SuperSUS, por meio de sua utilização por jovens de escolas públicas, como recurso para atingir esse objetivo. A pesquisa exploratória, com abordagem qualitativa, foi realizada em duas escolas estaduais da Região Nordeste do Brasil, no período de agosto de 2019 a março de 2020. Seus resultados desvelaram aposteriori cinco categorias temáticas e 11 subcategorias, que destacam elementos do SuperSUS que facilitam a comunicação acerca do Sistema Único de Saúde (SUS). Foram evidenciados os limites e as possibilidades do uso do jogo SuperSUS para fortalecer o Sistema Único de Saúde como política pública. Em suma, ele se mostrou dialógico, interativo e elementar para a aquisição de conhecimentos, pelo público jovem, acerca da saúde e das práticas de comunicação necessárias para o seu fortalecimento, confirmando assim que as tecnologias digitais como os serious games podem contribuir para o êxito desse processo.


Considering that the knowledge of the right to health of the entire population should be stimulated among young people, with the purpose of strengthening health policies, in this area, this article bases on research that sought to analyse the potential of the SuperSUS (a serious game), through its use by young people from public schools, as a resource to achieve this goal. The exploratory research, with a qualitative approach, was carried out in two state schools in the Northeast Region of Brazil, from August 2019 to March 2020. Its results revealed a posteriori five thematic categories and 11 subcategories, which highlight some elements of the SuperSUS that facilitate communication about the SUS - Sistema Único de Saúde (Unified Health System). The limits and possibilities of using the SuperSUS to strengthen the Sistema Único de Saúde as a public policy were evidenced. In short, it proved to be dialogic, interactive, and elementary for the acquisition of knowledge, by the young people, about the public health system and the indispensable communication practices for its strengthening, thus confirming that digital technologies such as serious games can contribute to the success of this process.


Considerando que el conocimiento del derecho a la salud de toda la población debe ser fomentado entre los jóvenes, con el objetivo de fortalecer las políticas públicas en esta área, este artículo se basa en una investigación que buscó analizar el potencial del juego SuperSUS, a través de su uso por jóvenes de escuelas públicas, como recurso para lograr este objetivo. La investigación exploratoria, con enfoque cualitativo, fue realizada en dos escuelas públicas de la Región Nordeste de Brasil, de agosto de 2019 a marzo de 2020. Sus resultados revelaron aposteriori cinco categorías temáticas y 11 subcategorías, que destacan algunos elementos del SuperSUS que facilitan la comunicación sobre el SUS - Sistema Único de Saúde (Sistema Único de Salud). Se destacaron los límites y las posibilidades de utilizar el juego SuperSUS para fortalecer el Sistema Único de Saúde como política pública. En síntesis, el juego demostró ser dialógico, interactivo y imprescindible para la adquisición de conocimientos, por parte del público joven, sobre el sistema público de salud y las prácticas de comunicación necesarias para su fortalecimiento, confirmando así que las tecnologías digitales como los serious games pueden contribuir para el éxito de este proceso


Subject(s)
Male , Play and Playthings , Public Policy , Unified Health System , Adolescent , Right to Health , Research , Communication
6.
Licere (Online) ; 26(04): 53-81, dez.2023.
Article in Portuguese | LILACS-Express | LILACS | ID: biblio-1531411

ABSTRACT

A pandemia de Covid-19 modificou drasticamente a vida das pessoas, inclusive as formas como vivenciaram o lazer. Entre as opções no período de quarentena se destacaram o lazer virtual e os jogos eletrônicos. Portanto essa pesquisa teve como objetivo analisar as vivências de lazer dos universitários da Faculdade de Educação Física da Universidade Estadual de Campinas no que se refere ao uso dos jogos eletrônicos durante o período de distanciamento social estabelecido pela pandemia de Covid-19. Foi realizada uma pesquisa bibliográfica e de campo por meio da aplicação de um questionário online, que foi respondido por universitários da Faculdade de Educação Física da Unicamp. Os dados foram analisados pela estatística descritiva. Os resultados mostraram que a maioria dos/as participantes da pesquisa utilizaram o lazer virtual e os jogos eletrônicos nos tempos "livres" durante o período citado.


The Covid-19 pandemic has drastically changed people's lives, including the ways they experience leisure. Among the options in the quarantine period, virtual leisure and electronic games stood out. Therefore, research aimed to analyze the leisure experiences of university students from the Faculty of Physical Education of the State University of Campinas regarding the use of electronic games during the period of social distancing established by the Covid-19 pandemic. A bibliographical and field research was carried out through the application of an online questionnaire, which was answered by university students from the Faculty of Physical Education at Unicamp. Data were analyzed using descriptive statistics. The results showed that most of the researchparticipants used virtual leisure and electronic games in their "free" time during the mentioned period.

7.
Chinese Journal of School Health ; (12): 1190-1193, 2023.
Article in Chinese | WPRIM | ID: wpr-985581

ABSTRACT

Objective@#To explore the effects of esports participation, exercise and combined intervention on BMI and sleep quality of depressed college students, so as to provide reference and suggestions for improving the treatment of depression.@*Methods@#From April 6th- to July 16th in 2021, 180 non-sports-major college students of grade 1 to 4 in Heman Normal University were selected, and were randomly assigned into depression control group( n =35), esports group( n =38), sports group( n =35), esports and sports group ( n =32) and normal control group ( n =40). In total ,140 participants were depressed and 40 were physically and mentally healthy. The esports experimental group carried out 8 weeks of PC esports project intervention, and the exercise group received 8-week running exercise and HIIT exercise combined intervention. The esports and exercise group received 8 weeks of PC esports intervention combined with running exercise and HIIT exercise. The depression and normal control group received no intervention. Pittsburgh Sleep Quality Index Scale (PSQI) and Self-rating Depression Scale (SDS) were used to evaluate the levels of depression and sleep quality before and after different interventions. @*Results@#The score of depression and sleep quality in esports group significantly decreased compared with those before intervention ( t=10.31, 8.50, P <0.01), no similar decrease in BMI ( P >0.05). The depression score, BMI, and sleep quality scores in the exercise group decreased compared to those before intervention ( t=13.74, 8.53, 8.10, P <0.01); For the joint intervention groups, the scores of the three indicators decreased compared to those before the intervention ( t=6.16, 13.30, 8.35, P < 0.01).@*Conclusion@#Esports, exercise and combined intervention reduce symptorns of depression of college students, but show no effects on BMI, while exercise and combined intervention can improve sleep of college students. Actively utilizing the advantages of esports and combining sports measures should be uesd to improve the mental health of college students.

8.
Texto & contexto enferm ; 32: e20220324, 2023. tab, graf
Article in English | LILACS-Express | LILACS, BDENF | ID: biblio-1442221

ABSTRACT

ABSTRACT Objective: to develop a playful-educational technology for learning Nursing Semiology and Semiotics, as well as to carry out the evaluation of its playability before and after implementing adjustments with undergraduate Nursing students. Method: a methodological study that followed the planning, prototyping and production stages corresponding to the first playable version for development. For the playability evaluation, 62 students were divided into two groups: one for to evaluate the preliminary version and the other for after implementing adjustments; and, for this, the Friedman test was used, which allows detecting differences between medians of more than two paired samples, considering p-value below 5% as statistical significance. Results: the game had three sequential phases: the first addressed vital signs; the second, biosafety measures; and the third, the physical examination. Referring to the playability evaluation, it was possible to observe that the "Concentration" and "Feedback" categories and the general median presented better evaluation scores after implementing adjustments. Conclusion: the current study sought to develop a technology that would allow students attending Bachelor's degree courses in Nursing to sharpen their knowledge in Nursing Semiology and Semiotics. In addition to that, it was sought to evaluate the playability of Semio em Jogo ®; thus, it was observed that the academic community considered the game satisfactory after the modifications as much as before implementing them.


RESUMEN Objetivos: desarrollar una tecnología lúdico-educativa para la enseñanza de Semiología y Semiotécnica en Enfermería; y evaluar la facilidad de juego de una tecnología lúdico-educativa antes y después de implementar ajustes con estudiantes de la carrera de grado en Enfermería. Métodos: estudio metodológico que siguió las etapas de planificación, diseño del prototipo y producción de la primera versión apta para jugar para el desarrollo. A fin de evaluar la facilidad de juego se recurrió a 62 estudiantes divididos en dos grupos: uno para evaluar la versión preliminar y otro para luego de implementar los ajustes; y para ello se utilizó la prueba de Friedman, que permite detectar diferencias entre medianas de más de dos muestras emparejadas, considerando valores de p inferiores al 5% como significancia estadística. Resultados: el juego estuvo compuesto por tres fases secuenciales: en la primera se abordaron los signos vitales; en la segunda, las medidas de bioseguridad; y en la tercera, el examen físico. En cuanto a la evaluación de la facilidad de juego, se pudo observar que las categorías "Concentración" y "Feedback" y la mediana general presentaron una mejor evaluación después de implementar ajustes. Conclusión: el presente estudio pretendió desarrollar una tecnología que permitiese que los alumnos de la Licenciatura en Enfermería agudicen sus conocimientos de Semiología y Semiotécnica en Enfermería. También se buscó evaluar la facilidad de juego de Semio em Jogo ®; de esta manera, se observó que la comunidad académica consideró que el juego alcanzó niveles satisfactorios tanto antes como después de las modificaciones.


RESUMO Objetivo: desenvolver uma tecnologia lúdico-educativa para a aprendizagem de semiologia e semiotécnica em enfermagem e realizar a avaliação da jogabilidade de uma tecnologia lúdico-educativa antes e após a implementação de ajustes com estudantes da graduação em enfermagem. Método: estudo metodológico, seguindo as etapas de planejamento, prototipagem e produção da primeira versão jogável para o desenvolvimento. Para a avaliação da jogabilidade, contou-se com 62 estudantes divididos em dois grupos, um para a avaliação da versão preliminar e outro para após a implementação de ajustes, e, para tal, utilizou-se o teste de Friedman que permite detectar diferenças entre medianas de mais de duas amostras emparelhadas, considerando como significância estatística valores de p-valor menor que 5%. Resultados: o jogo contou com três fases sequenciais: na primeira foram abordados os sinais vitais; na segunda, as medidas de biossegurança; e na terceira, o exame físico. Referente à avaliação da jogabilidade, foi possível observar que as categorias "concentração", "feedback" e mediana geral apresentaram melhor avaliação após a implementação de ajustes. Conclusão: o presente estudo buscou desenvolver uma tecnologia que possibilitasse ao aluno de cursos de bacharel em enfermagem aguçar seus conhecimentos em semiologia e semiotécnica em enfermagem. Além disso, buscou-se avaliar a jogabilidade do Semio em Jogo®, assim, observou-se que a comunidade acadêmica considerou o jogo como satisfatório após as modificações tanto quanto antes delas.

9.
Rev. Esc. Enferm. USP ; 57(spe): e20220365, 2023. graf
Article in English, Portuguese | LILACS, BDENF | ID: biblio-1514779

ABSTRACT

ABSTRACT Objective: To map existing studies on the development of games for refugees, identifying the developed games, characteristics and possible application to health care. Method: A scoping review study, carried out in July 2022, using the MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, Scopus, SciELO (Scientific Electronic Library Online), Psychology and Behavioral Sciences Collection, Cochrane Central Register of Controlled Trials databases. Results: 8 studies were identified, with 8 different types of games published between 2016 and 2022. The characteristics of the games found essentially fall on their use to increase empathy towards refugees. Conclusion: This study identifies opportunities to strengthen the current body of knowledge in nursing, using games as ways of welcoming, training and integrating populations in situations of social vulnerability in which refugees find themselves.


RESUMEN Objetivo: Mapear los estudios existentes sobre el desarrollo de juegos para refugiados, identificando los juegos desarrollados, sus características y su posible aplicación a la atención de salud. Método: Estudio de revisión de alcance, realizado en julio de 2022, utilizando las bases de datos MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, Scopus, SciELO (Scientific Electronic Library Online), Psychology and Behavioral Sciences Collection, Cochrane Central Register of Controlled Trials. Resultados: Se identificaron 8 estudios, con 8 tipos diferentes de juegos publicados entre 2016 y 2022. Las características de los juegos encontrados recaen esencialmente en su uso para aumentar la empatía hacia los refugiados. Conclusión: Este estudio identifica oportunidades para fortalecer el conocimiento actual en enfermería, utilizando el juego como forma de acoger, capacitar e integrar a poblaciones en situaciones de vulnerabilidad social en las que se encuentran refugiados.


RESUMO Objetivo: Mapear os estudos existentes sobre o desenvolvimento de jogos para refugiados, identificando os jogos desenvolvidos, características e possível aplicação aos cuidados de saúde. Método: Estudo de revisão de escopo, realizado em julho de 2022, utilizando as bases de dados MEDLINE® (Medical Literature Analysis and Retrieval System Online), CINAHL® (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, Scopus, SciELO (Scientific Electronic Library Online), Psychology and Behavioral Sciences Collection, Cochrane Central Register of Controlled Trials. Resultados: Foram identificados 8 estudos, com 8 diferentes tipos de jogos publicados entre 2016 e 2022. As características dos jogos encontrados recaem essencialmente sobre a sua utilização para aumentar a empatia para com os refugiados. Conclusão: Este estudo identifica oportunidades para fortalecer o atual corpo de conhecimento em enfermagem, utilizando jogos como formas de acolhimento, formação e integração de populações em situação de vulnerabilidade social em que se encontram os refugiados.


Subject(s)
Play and Playthings , Refugees , Video Games , Gamification
10.
Rev. colomb. psicol ; 31(2): 45-64, July-Dec. 2022. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1408059

ABSTRACT

Abstract This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.


Resumen Este estudio pretende caracterizar el trastorno por uso de videojuegos en adolescentes, identificando las particularidades de quienes lo presentan, sus efectos a nivel cerebral, los factores relacionados y los instrumentos de medición existentes. Para ello, se llevó a cabo una revisión sistemática de las publicaciones científicas disponibles en Scopus, entre el periodo 2014-2018, sobre el trastorno por uso de videojuegos en adolescentes. Sus resultados describen que adolescentes con este trastorno se caracterizan por ser en su mayoría hombres, dedicar más tiempo diario y semanal de juego que adolescentes sin este trastorno, mostrando diversos síntomas en el área conductual, afectiva y cognitiva. A nivel cerebral se refiere que en este trastorno se presenta una elevación y disminución en la activación de determinadas zonas específicas del cerebro. Asimismo, la presencia de algún trastorno psicológico y la impulsividad, son considerados factores que aumentan el riesgo de padecerlo. Sin embargo, existen factores protectores como el compromiso escolar y la supervisión parental, entre otros.

11.
Article | IMSEAR | ID: sea-217664

ABSTRACT

Background: With the advancement in digital world, but smart phone usage has increased among all age groups but youngsters are involved in heavy gaming on smart phones which has led to increased risk of ill-effects especially on eyes and hands. Aim and Objectives: The study was designed to study the ill-effects of excessive usage if smart phones on peripheral nerves of hands especially of dominant hand among young adults. Materials and Methods: Nerve conduction study was performed on 100 young adults who were divided into three groups on the basis of mobile usage time. Nerve conduction velocities as well as distal latencies of motor and sensory nerves of the dominant hand were measured among different groups. Results: One-way ANOVA test was applied to study the results among different groups. Although no significant difference in conduction velocity or latency was observed in motor or sensory nerves among three groups, Ulnar sensory conduction velocity has been found to be slow as well as distal latency was found to be prolonged in third group with heavy usage of smart phones as compared to other groups. Conclusion: The reason for the above results could be due to less usage time in hours as well as in years due to which no significance differences were observed in conduction velocity/distal latency in our study. Hence, further studies are suggested with more sample size and more usage time in terms of years as well as in hours.

12.
Invest. clín ; 63(2): 185-201, jun. 2022. tab, graf
Article in English | LILACS-Express | LILACS | ID: biblio-1534655

ABSTRACT

Abstract The purpose of this work was to systematically evaluate the intervention effects of video games training (VGT) on the gross motor skills (GMS) development of children with cerebral palsy (CP). Seven Chinese and English databases (PubMed, Embase, Web of Science, Cochrane Library, China National Knowledge Infrastructure, Wanfang, EBSCO) were searched. Data were retrieved from randomized controlled trials on the GMS among individuals with CP. The retrieval was from the inception of each database to March 16, 2021. The included studies were evaluated quantitatively using the PEDro Scale. Then, relevant data were inputted and analyzed in Review Manager 5.4. Thirteen papers were included: seven written in English and six in Chinese. In the three subordinate concept of GMS, VGT could significantly improve locomotor skills (LS) (standardized mean difference = 0.80, 95% confidence interval 0.55-105, P<0.00001), and non-locomotor skills (NLS) (standardized mean difference = 0.83, 95% confidence interval 0.38-1.28, P=0.0003) in CP. However, there was no significant difference in object control skills (OCS), when compared with the control group (standardized mean difference = 0.55, 95% confidence interval -0.01-0.72, P=0.05). VGT can improve LS and NLS in CP, but the effect on OCS is uncertain; therefore, it is recommended that additional high-quality literature be included in the future. In general, VGT has been proven an effective intervention tool on the GMS development in CP.


Resumen Este artículo intentó evaluar sistemáticamente el efecto de la intervención del entrenamiento con videojuegos (VGT) en el desarrollo de las habilidades motoras gruesas (GMS) de niños con parálisis cerebral (CP), basándose en un cuerpo de datos logrado de las conclusiones de pruebas controladas aleatorias sobre las habilidades motoras gruesas de niños con CP, obtenidos de la búsqueda sistemática en siete bases de datos chinos y extranjeros, tales como PubMed, Embase, Web of Science, Cochrane Library, China National Knowledge Infrastructure, Wanfang y EBSCO. El lapso de búsqueda fue desde la fecha de establecimiento de cada base de datos hasta el 16 de marzo del 2021. Se aplicó la escala PEDro para realizar un estudio cuantitativo y después, se analizaron los datos relevantes con Review Manager 5.4. Se incluyeron 13 publicaciones, 7 artículos escritos en inglés y 6 en chino. En el marco del concepto de los tres subordinados de GMS, la VGT podría mejorar significativamente la habilidad locomotora (LS) (diferencia de medias estandarizada = 0.80, intervalo de confianza del 95%: 0.55-105, P<0.00001), y las habilidades no locomotoras (NLS) (diferencia de medias estandarizada = 0.83, intervalo de confianza del 95%: 0.38-1.28, P= 0,0003) en PC; pero no hubo una diferencia significativa en las habilidades de control de objetos (OCS), cuando se compararon con el grupo control (diferencia de medias estandarizada= 0,55, intervalo de confianza del 95% -0,01-0,72, P= 0,05). En conclusión, el VGT puede mejorar las LS y NLS en CP, pero el efecto sobre OCS es incierto; por lo que se recomienda la inclusión de literatura adicional de alta calidad en el futuro. De este modo se pudo demostrar que el VGT es una herramienta de intervención eficaz en el desarrollo de las GMS en niños con CP.

13.
Rev. latinoam. psicopatol. fundam ; 25(1): 119-139, jan.-mar. 2022.
Article in French | LILACS-Express | LILACS, INDEXPSI | ID: biblio-1376975

ABSTRACT

Les jeux vidéo sont une réalité de la culture d'aujourd'hui. Cet article est basé sur un échantillon de neuf protocoles de Rorschach appliques à de jeunes adultes qui sont des joueurs actifs. Les résultats du Rorschach montrent une difficulté à bien appréhender la réalité, une dynamique affective introvertie et un niveau élevé d'angoisse —des caractéristiques liées à un mouvement psychique où se posent des questions de force et d'autorité (I et IV), des arsenaux de guerre (VII), avec inscription dans des relations affectives (II et III) ou des logiques régressives (VIII, IX et X). Cette étude nous a permis de construire un (proto)virtuel, avec de nouveaux Avatars au Rorschach, une construction tridimensionnelle qui entrelace le réel et le virtuel, dans un domaine de la projection sur la perception, où le (proto)mentale est (re)signifié.


Os videojogos são uma realidade da cultura atual. O presente artigo é realizado com base numa amostra de nove protocolos de Rorschach, de jovens adultos jogadores ativos de videojogos. Os resultados encontrados no Rorschach evidenciam uma dificuldade em compreender corretamente a realidade, uma dinâmica afetiva de tipo introversivo e um elevado nível de angústia. Características que se encontram ligadas a um movimento psíquico onde surgem as questões de força e de autoridade (I e IV), arsenais de guerra (VII), com inscrição em relações afetivas (II e III) ou em lógicas regressivas (VIII, IX e X). Através deste estudo foi possível a construção de um (proto)virtual, com novos Avatares no Rorschach, uma construção tridimensional que entretece o real e o virtual, num domínio da projeção sobre a perceção, onde se contém e (re)significa o (proto)mental.


Video games are a reality of today's culture. This article is based on a sample of nine Rorschach protocols applied to young adults who are active gamers. The Rorschach results show a difficulty in correctly understanding reality, an introverted affective dynamic and a high level of anxiety — characteristics linked to a psychic movement where matters of strength and authority (I and IV), arsenals of war (VII), with inscription in affective relations (II and III) or with regressive logics (VIII, IX and X) are posed. This study allowed us to build a (proto)virtual, with new Avatars in the Rorschach, a three-dimensional construction that intertwines the real and the virtual, putting projection over perception, where the (proto)mental is (re)signified.


Los videojuegos son una realidad de la cultura en la actualidad. El presente artículo se fundamenta en una muestra de nueve protocolos del Rorschach, de jugadores jóvenes adultos activos. Los resultados encontrados en el Rorschach muestran una dificultad para comprender correctamente la realidad, una dinámica afectiva introvertida y un alto nivel de angustia. Tales características se vinculan a un movimiento psíquico donde surgen cuestiones de fuerza y autoridad (I e IV), arsenales de guerra (VII), con inscripción en relaciones afectivas (II e III) o en lógicas regresivas (VIII, IX y X). Este estudio posibilitó la construcción de un (proto)virtual, con nuevos Avatares en el Rorschach, una construcción tridimensional que entrelaza lo real y lo virtual en un dominio de la proyección sobre la percepción, que contiene y (re)significa el (proto)mental.

14.
Chinese Journal of Experimental Ophthalmology ; (12): 541-547, 2022.
Article in Chinese | WPRIM | ID: wpr-931107

ABSTRACT

Objective:To assess the effectiveness of Vision Therapy System 4 (VTS4) combined with traditional comprehensive training for ametropic amblyopia.Methods:A non-randomized controlled clinical study was performed.A total of 168 children aged 4-10 years with ametropic amblyopia were enrolled in The First Affiliated Hospital of Zhengzhou University from January 2018 to March 2021.The children were assigned to conventional comprehensive training combined with Vision Therapy System 4 group (conventional+ VTS4 group) and conventional group according to the preference of their guardian.Patients in conventional+ VTS4 group (84 children) received conventional comprehensive training combined VTS4 and patients in conventional group (84 children) were treated with conventional comprehensive training only, and the intervention was continuously used for over a year.Best corrected visual acuity (BCVA) of the patients converted to the logarithm of the minimum angle of resolution (LogMAR) units was examined by international standard visual acuity chart before and after therapy.Spherical equivalent of the patients was detected by optometry under cycloplegic conditions and skiascopy.Binocular and fusion vision was examined with a synoptiscope.The stereopsis was evaluated using Titmus Stereogram.The ocular axial length (AL) and mean keratometry (Km) were measured with the IOLMaster 500.The basic cure rate, BCVA, reconstruction rate of stereopsis, △SE, △AL and △Km following training were compared to evaluate the effectiveness and myopic shift between two groups.The patients in conventional+ VTS4 group were divided into 4-5 years old group and 6-10 years old group, with 42 cases in each group, and the basic cure rate, BCVA, reconstruction rate of stereopsis were compared to evaluate the therapeutic effect between the two groups.The basic cure was defined as acuity improved to ≥0.9, with reduced myopic diopter and stable therapy outcome over 6 months.This study adhered to the Declaration of Helsinki.The study protocol was approved by an Ethics Committee of The First Affiliated Hospital of Zhengzhou University (No.2021-KY-0891-002). Written informed consent was obtained from guardians prior to any medical examination.Results:The basic cure rate of conventional+ VTS4 group was 58.33%(49/84), which was significantly higher than 40.48%(34/84) of conventional group ( χ2=5.358, P=0.021). The BCVA in the conventional+ VTS4 group was better than that in conventional group, showing a statistically significant difference ( Z=-2.537, P=0.011). The recovery rates of binocular vision, fusion vision and stereo vision were 87.93%(51/58), 78.33%(47/60) and 70.77%(46/65) in conventional+ VTS4 group, which were higher than 65.57%(40/61), 57.81%(37/64) and 52.86%(37/70) in conventional group, respectively, with significant differences between them ( χ2=8.259, 5.968, 4.566; all at P<0.05). No significant difference was found in △SE, △AL, and △Km between conventional group and conventional+ VTS4 group (all at P>0.05). The basic cure rate was 69.05%(29/42) in the children aged 4-5 years group, which was higher than 47.62%(20/42) in 6-10 years group, respectively, showing a significant difference ( χ2=3.967, P=0.046). Both BCVA and the stereo vision recovery rate in the 4-5 years old group were better than those in the 6-10 years old group ( Z=-2.046, P=0.041; χ2=4.624, P=0.032). Conclusions:A combination therapy of VTS4 and conventional comprehensive training can improve the visual acuity and reconstruct the fusion and stereopsis of children with ametropic amblyopia, without causing additional myopic drift.

15.
Chinese Journal of School Health ; (12): 1046-1050, 2022.
Article in Chinese | WPRIM | ID: wpr-936533

ABSTRACT

Objective@#To investigate the association of Internet gaming disorder (IGD) and sleep quality in adolescents of Xi an, thereby providing theoretical evidence for prevention of IGD and improvement of sleep quality of adolescents.@*Methods@#A total of 1 181 adolescents from 3 middle schools of Xi an were randomly selected between August, 2019 and February, 2020. These adolescents were assessed by a series of questionnaires, including basic information questionnaire, IGD and Insomnia Severity Index (ISI). Univariate analysis and multivariate Logistic regression model were used to evaluate the association between IGD and insomnia.@*Results@#Among 929 junior middle school students who participated in online games and the IGD Diagnostic Questionnaire was filled out in the past 12 months, the prevalence of IGD was 20.0%(186). Univariate analyses indicated that gender,whether single family, whether they living with their parents, whether they were addicted to online games, whether they could control the time of online games, and the severity of insomnia influenced IGD ( χ 2=17.11, 8.33, 202.92, 91.23, 29.06, P <0.05). The multivariate Logistic regression of the total population showed that participating in online games was not associated with the severity of insomnia ( OR = 1.62 , 95% CI =0.92-0.85, P >0.05). The people who participated in online games in the past 12 monthsthe severity of insomnia was positively correlated with the risk of IGD ( OR =3.56,95% CI =1.92-6.61, P <0.01).@*Conclusion@#Internet gaming disorder become a severe situation in the middle school students. The severity of insomnia might become the risk factor of IGD, so social should pay more attention to the prevention of internet addiction.

16.
Chinese Journal of School Health ; (12): 1046-1050, 2022.
Article in Chinese | WPRIM | ID: wpr-936532

ABSTRACT

Objective@#To investigate the association of Internet gaming disorder (IGD) and sleep quality in adolescents of Xi an, thereby providing theoretical evidence for prevention of IGD and improvement of sleep quality of adolescents.@*Methods@#A total of 1 181 adolescents from 3 middle schools of Xi an were randomly selected between August, 2019 and February, 2020. These adolescents were assessed by a series of questionnaires, including basic information questionnaire, IGD and Insomnia Severity Index (ISI). Univariate analysis and multivariate Logistic regression model were used to evaluate the association between IGD and insomnia.@*Results@#Among 929 junior middle school students who participated in online games and the IGD Diagnostic Questionnaire was filled out in the past 12 months, the prevalence of IGD was 20.0%(186). Univariate analyses indicated that gender,whether single family, whether they living with their parents, whether they were addicted to online games, whether they could control the time of online games, and the severity of insomnia influenced IGD ( χ 2=17.11, 8.33, 202.92, 91.23, 29.06, P <0.05). The multivariate Logistic regression of the total population showed that participating in online games was not associated with the severity of insomnia ( OR = 1.62 , 95% CI =0.92-0.85, P >0.05). The people who participated in online games in the past 12 monthsthe severity of insomnia was positively correlated with the risk of IGD ( OR =3.56,95% CI =1.92-6.61, P <0.01).@*Conclusion@#Internet gaming disorder become a severe situation in the middle school students. The severity of insomnia might become the risk factor of IGD, so social should pay more attention to the prevention of internet addiction.

17.
Licere (Online) ; 24(2): 173-197, 20210630. ilus, tab
Article in Portuguese | LILACS | ID: biblio-1282510

ABSTRACT

Exergames são jogos virtuais que funcionam por meio de movimentos corporais e aumentam o gasto energético significativamente em comparação ao repouso. No presente estudo, analiso as temáticas, reporte e métodos de revisões sistemáticas (RSs) brasileiras sobre exergames. Por meio de uma revisão guarda-chuva (revisão de RSs) selecionei 16 estudos que atenderam critérios de elegibilidade pré-estabelecidos. Analisei o conteúdo das RSs para mapear suas temáticas e utilizei a ferramenta AMSTAR 2 para avaliar seus métodos e reporte. Exergames foram relacionados a diversos temas (p.ex., dispêndio energético, reabilitação, ensino e aprendizagem) e nenhuma RS abordou a mesma questão de pesquisa. Infelizmente, todas as RSs apresentaram limitações no reporte e métodos. Essas limitações dificultam a avaliação dessas RSs e diminuem a confiança nas conclusões alcançadas por seus autores.


Exergames are virtual games that work through body movements and increase energy expenditure significantly in comparison to rest. In the present study, I analyze the topics, study's report, and methods of Brazilian systematic reviews (SRs) about exergames. Through an umbrella review (review of SRs), I selected 16 studies that met pre-established eligibility criteria. I analyzed the contents of these SRs to map their topics and used the AMSTAR 2 tool to evaluate their methods and report. Exergames were related to several themes (e.g. energy expenditure, rehabilitation, teaching, and learning), and no SR addressed the same research question. Unfortunately, all SRs have limitations in their report and methods. These limitations hinder the evaluation of these SRs and decrease the confidence in the conclusions reached by their authors.


Subject(s)
Leisure Activities
18.
Salud UNINORTE ; 37(3): 781-802, sep.-dic. 2021. tab, graf
Article in Spanish | LILACS-Express | LILACS | ID: biblio-1377281

ABSTRACT

RESUMEN Objetivos: Realizar una revisión del uso de videojuegos serios (VJS) aplicados en las diferentes áreas del proceso salud-enfermedad: Prevención primaria, prevención secundaria, prevención terciaria y enseñanza en ciencias para la salud (CPS). Materiales y métodos: Se realizó una búsqueda en PubMed, ScienceDirect, Cochrane Library, Bireme y Dialnet, mediante la estrategia {[Serious game] AND [Health]}. Se complementó la información con una búsqueda adicional con la palabra [Serious game] y se incluyeron los artículos de interés para el estudio. Resultados: Los VJS se utilizan en múltiples campos; se encontraron 43 artículos relacionados con los VJS: 15 en prevención primaria, 10 en prevención secundaria, 9 en prevención terciaria y 9 en enseñanza. Para el área de diagnóstico se encontró un artículo; siendo este campo el más limitado para la aplicación de los VJS. Conclusiones: Los VJS son videojuegos con objetivos diferentes del ocio, siendo un campo innovador en áreas como CPS. Los VJS han tenido un impacto positivo, pueden ser aplicados en los diferentes niveles de prevención de la enfermedad y enseñanza de la salud; sin embargo, aún falta el desarrollo, principalmente en áreas como el diagnóstico. Se requiere estudios con poblaciones más numerosas y cambios estadísticamente significativos, pero hasta el momento tienen un futuro prometedor.


ABSTRACT Objectives: To conduct a review of the use of Serious Video Games (SVG), applied in the different areas of the health-disease process: Primary prevention, secondary prevention, tertiary prevention, and teaching in Health Sciences (HS). Materials and methods: A search was carried out in PubMed, ScienceDirect, Cochrane Library, Bireme, and Dialnet, using the strategy: {[Serious game] AND [Health]}. The information was complemented with an additional search with the word [Serious game], and articles of interest for the study were included. Results: SVG are used in multiple fields; 43 articles related to the SVG were found; 15 for primary prevention, 10 in secondary prevention, 9 in tertiary prevention, and 9 in teaching. An article was found for the diagnosis area; this field being the most limited for the application of SVG. Conclusions: SVG are videogames with objectives other than leisure, being an innovative field in areas such as HS. SVG have had a positive impact, and can be applied in different levels of disease prevention and health education; however, development is still lacking, mainly in areas such as diagnosis. Studies with more numerous populations and statistically significant changes are required, but, so far, they have a promising future.

19.
Fisioter. Pesqui. (Online) ; 28(4): 369-375, out.-dez. 2021. tab, graf
Article in Portuguese | LILACS-Express | LILACS | ID: biblio-1364867

ABSTRACT

RESUMO A estabilidade postural é um objetivo de tratamento na fisioterapia que pode ser alcançado por meio de exercícios de transferência de peso bilateral. Os jogos digitais surgem como alternativa para execução desses exercícios, mas sua avaliação ainda necessita de aprimoramento. Propõe-se aqui o uso de variáveis biomecânicas para verificar o comportamento da estabilidade postural dinâmica durante um movimento de cabeceio, simulado por um jogo digital com diferentes exigências de velocidades. Para isso, 16 voluntários pós-acidente vascular encefálico (AVE) - 12 homens e 4 mulheres, com idade média de 56 anos - e 16 hígidos pareados por sexo e idade participaram da coleta experimental, na qual eles foram submetidos ao jogo digital "cabeceio", que tem cinco níveis de velocidade, do mais lento ao mais rápido, com duração de 30 segundos cada. A partir dos sinais cinemáticos foi possível calcular os indicadores de interesse, a área da base de suporte e a margem de estabilidade, definida como a menor distância entre as bordas da base de suporte e a projeção vertical do centro de massa (CM) extrapolado, que considera a velocidade do CM. Os valores da base de suporte não apresentaram diferenças entre os níveis de velocidade do jogo, mas sim entre grupos. A margem de estabilidade não diferiu entre níveis e grupos. Os níveis de velocidade do jogo, possivelmente, não estimularam os voluntários a buscar estratégias diferentes para manter a estabilidade, como dar um passo, mas os fizeram adotar bases de suporte diferentes, sendo que indivíduos com AVE adotaram uma base de suporte menor do que a dos hígidos.


RESUMEN La estabilidad postural es el objetivo del tratamiento en fisioterapia que puede lograrse mediante ejercicios de traslado de peso bilateral. Los juegos digitales son una alternativa para realizar estos ejercicios, pero aún necesita mejorar su evaluación. Se propone el uso de variables biomecánicas para verificar el comportamiento de estabilidad postural dinámica durante el movimiento de cabeceo, simulado por un juego digital con diferentes requerimientos de velocidad. Para ello, 16 voluntarios pos-accidente cerebrovascular (ACV) -12 hombres y 4 mujeres, con edad media de 56 años- y 16 individuos sanos pareados por sexo y edad participaron de la recolección experimental, en la que fueron sometidos al juego digital "cabeceo", que cuenta con cinco niveles de velocidad, del más lento al más rápido, con una duración de 30 segundos cada uno. A partir de las señales cinemáticas fue posible calcular los indicadores de interés, el área de base de apoyo y el margen de estabilidad, definido como la menor distancia entre los bordes de la base de apoyo y la proyección vertical del centro de masa (CM) extrapolado, que considera la velocidad del CM. Los valores de la base de apoyo no mostraron diferencias entre niveles de velocidad de juego, pero sí entre grupos. El margen de estabilidad no difirió entre niveles y grupos. Los niveles de velocidad de juego posiblemente no animaron a los voluntarios a buscar diferentes estrategias para mantener la estabilidad, como dar un paso, pero les hicieron adoptar diferentes bases de apoyo, llevando a los individuos con ACV a emplear una base de apoyo menor que la de los individuos sanos.


ABSTRACT Postural stability is a goal of physical therapy treatment which can be achieved by bilateral weight transfer exercises. Digital games come as an alternative to performing these exercises, and their evaluation still needs improvement. We proposed using biomechanical variables to assess postural stability behavior. We aimed to investigate dynamic postural stability during soccer headers simulated by a digital game with different speed requirements. For this, 16 post-stroke volunteers (12 men and 4 women with a mean age of 56 years) and 16 healthy volunteers, paired by sex and age, participated in the experimental collection, in which they were subjected to the digital game "Cabeceio" (Soccer Heading), which has five speed levels, from slowest to the fastest, lasting 30 seconds each. From the kinematic signals, we could estimate our indicators of interest: the area of the base of support and the margin of stability, the latter defined as the smallest distance between the edges of the base of support and the vertical projection of the extrapolated CM, considering CM speed. The values of the base of support failed to differ between game speed levels, but did so between groups. The margin of stability failed to differ between levels and groups. The speed levels of the game possibly failed to encourage volunteers to pursue different strategies to maintain dynamic stability, such as taking a step. Although they maintained different support bases, post-stroke individuals adopted a smaller base of support than healthy ones.

20.
Rev. psicol. (Fortaleza, Online) ; 12(2): 43-55, 20210701.
Article in Portuguese | LILACS, INDEXPSI | ID: biblio-1293068

ABSTRACT

A adolescência é um período de mudanças, principalmente em relação ao corpo, em que a identidade corporal se transforma. Esta pode ser compreendida pela percepção fisica e psicológica, e influenciada pelo contexto sociocultural, qual está presente nos jogos eletrônicos. Objetivou-se verificar de que formas são representadas as identidades corporais de adolescentes em jogos eletrônicos. Utilizou-se a metodologia netnográfica, que permite levantamento de dados a partir de características de ambientes digitais e comunicação mediada por computadores, com observação participante. Para coleta de dados foi utilizada uma entrevista estruturada realizada em plataformas online pelo Google Forms, o qual atingiu 153 jogadores de League of Legends, Perfect World e Second Life. A análise quantitativa mostrou que adolescentes homens se sentem mais representados pelos avatares (p ≤ 0,05), consequentemente, optam por personagens do mesmo gênero. Além disso, os hábitos de jogos indicam que conforme o tipo de jogo, maior o tempo de horas jogadas (p = 0,024). Com efeito, pode-se observar que a construção dos personagens dos jogos está atravessada pela vertente sociocultural, reproduzindo os discursos de estereotipia de gênero. No entanto, verificou-seque a relação da representação de imagem corporal e jogos são os significados produzidos pelo jogador


Adolescence is a period of change, specially in relation to the body, in which body indentity is transformed. This can be understood by the physical and psychologica perception, and influence by the socio-cultural contexto, which is presente in eletronic games. The aim was verify in what ways the body identities of adolescentes are represented in eletronic games. The netnographic methodology was used, which allows data collection from characteristics of digital enviorinments and communication mediated by computers, with participant observation. Therefore, for data collection it was used a structured interview was carried out on online platforms by Google Forms, which reached 153 players from League of Legends, Perfect World and Second Life. Quantitative analysis showed that male adolescentes feel more represented by avatrs (p ≤ .05), consequently, they choose characters of the same gender. In addition, gaming habits indicate that, depending on the type of game, the longer the hours played (p = 0.024). Indeed, it can be obvserved that the construction of the characters of the games is crossed by the socio-cultural aspect, reproducing the discouses of gender stereotyping. However, it was found that the relationship of body image representation and games are the meanings produced by the player


Subject(s)
Adolescent Development , Adolescent Behavior
SELECTION OF CITATIONS
SEARCH DETAIL