Navegando por Navegando por Palavras-chave "Videogame"
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- ItemAcesso aberto (Open Access)A construção de um método para o desenvolvimento de um videogame para treino de controle inibitório para adolescentes com Transtorno do Déficit de Atenção e Hiperatividade(Universidade Federal de São Paulo (UNIFESP), 2016-08-31) Rivero, Thiago Strahler [UNIFESP]; Bueno, Orlando Francisco Amodeo [UNIFESP]; http://lattes.cnpq.br/3763546320226094; http://lattes.cnpq.br/0935218336854014; Universidade Federal de São Paulo (UNIFESP)Introduction: videogames have been developed and applied for a variety of purposes beyond entertainment. The so-called serious games are being developed for the training of a number of behaviors and cognitive skills in patients with or without developmental disorders. Besides the motivational benefits and the engagement of participants to treatments, video games also brings the potential to collect a multitude of behavioral data in a fast and organized way, both for research and for clinical decision making. Several studies have brought to light the positive impacts of videogame use as an auxiliary tool for the treatment/training of cognitive skills such as attention, working memory, perception and executive functions in patients with Attention deficit hyperactivity disorder (ADHD). . Method: This study aimed to describe the process of creating a videogame for inhibitory control training, with an adequate usability and a high motivational level. The study involved the creation of an initial game prototype which employed both game development theory and cognitive theory about the functioning of inhibitory control. Later, five studies were carried out to refine the mechanics, dynamics and aesthetics of the game, both among experts game testers and game designers, as well as adolescents with and without ADHD. It was used a qualitative and quantitative method for evaluating usability and motivational elements. Results: The results indicated that the method was suitable for the construction of the game, carrying enough behavioral variability, usability and motivational elements. Futhermore the data collection system recorded correctly the participants performance during the inhibitory control training. The employment of adolescents with typical development allowed us to understand the importance of motivational engagement for inhibitory control training. ADHD patients learned how to control their behavior and how decrease the speed of responses during the game. Discussion: The methodology developed for the construction of the game involved several steps in the development and refinement of the game. The theoretical prototype that was developed went through five stages of development/evaluation, including the target population, adolescents, and patients with ADHD. At each stage, automaized data collected were performed, which allowed the change and the adequacy of the game to the theoretical model initially envisioned. It is suggested that to build games for the field of neuropsychology, an appropriate methodology must be followed, so that both the theoretical construct is inserted properly in the game, and the motivational and fun levels are achieved.
- ItemAcesso aberto (Open Access)Esse Jogo É Uma História? Análise Da Construção Da Narrativa No Jogo Middle-Earth:Shadow Of Mordor Desenvolvido Com Base No Universo De J. R. R. Tolkien(Universidade Federal de São Paulo (UNIFESP), 2018-03-26) Aguiar, Iris Maite Fullas [UNIFESP]; Philippov, Renata [UNIFESP]; Universidade Federal de São Paulo (UNIFESP)Narratives Have Been A Part Of Social Interactions Since Remote Times. Society Has Evolved And Suffered Changes In The Way People Communicate And Interact So Has The Way We Read Texts. Thus, This Research Delves Into The Development Of Narratives In Videogames, Exploring Different Aspects Of A Single Narrative Universe That, With The Collaboration Of The Reader/Player Gets New Life, New Possibilities Of Interpretations And New Meanings.The Purpose Of This Research Is To Investigate How The Construction Of The Narrative In The Game Middle Earth: Shadow Of Mordor (2014) Is Structured, Aiming At Understanding The Role The Player/Reader Plays In This Process. Besides, This Research Also Presents As Part Of Its Objectives The Analyses Of The Transposition Of The Mythologic Universe Of Tolkien And How The Use Of Space, Time And Characters Contribute For The Development Of A New Story That, In A Way, Becomes Part Of A Collection Of Tales And Legends Created By The Writer.
- ItemAcesso aberto (Open Access)A herança do heroico e do trágico nos videogames e uma breve análise do jogo eletrônico The Last of Us(Univ Estado Rio Janeiro, 2016) Fullas Aguiar, Iris Maite [UNIFESP]; Philippov, Renata [UNIFESP]
- ItemAcesso aberto (Open Access)Serious games na educação em saúde para prevenção de infecções sexualmente transmissíveis em adolescentes: uma revisão sistemática(Universidade Federal de São Paulo, 2018) Zanarotti, Elaine [UNIFESP]; Abdalla, Ively Guimarães [UNIFESP]; http://lattes.cnpq.br/6804029859419078; http://lattes.cnpq.br/7418726380753612Background: Increasing rates of Sexually Transmitted Infections (STI) and Acquired Immunodeficiency Syndrome (AIDS) in adolescents require the adoption of effective preventive measures and actions in sexual health education. In this respect, among the possible educational strategies to be used, we highlight the potential of digital educational games, known as serious games. However, it is necessary to deepen the studies on the collection of evidence of this resource effectiveness in adolescent sexual health education. Objectives: To identify the effectiveness of serious games in the prevention of STI in adolescents, in relation to knowledge about STI and HIV / AIDS and safe sex, self-efficacy in condom use and self-efficacy in changing sexual risk behaviors. Method: Systematic review according to the recommendations presented by the Cochrane Collaboration Interventions Systematic Review Guide with a textual search until February 28, 2018, in the following databases: MEDLINE (since 1966), Embase (since 1980), CENTRAL (since 1982), BVS (since 1998) and SciELO (since 1997). Selection of studies: We included studies on serious games interventions aimed at preventing STI in individuals between 12 and 18 years of age, according to the inclusion and exclusion criteria defined in this review. Data collection: A comprehensive bibliographic survey was conducted to identify randomized controlled clinical studies, published and unpublished, until February 28, 2018, in Portuguese, English and Spanish, with the following descriptors: video games, adolescents, sexually transmitted diseases, health education Results: The study search process resulted in the retrieval of 831 references, of which 50 potentially relevant articles were selected for complete reading. Of these, seven randomized controlled clinical trials were selected and included a sample of 1.877 participants with an average age between 12 and 17 years. The evaluated outcomes showed significant positive effects on STI and HIV / AIDS knowledge and safe sex, and improvements in self-efficacy in relation to behavior change aimed at reducing risks. Only one study reported increased self-efficacy on condom use and increased frequency of use in sexual acts. The good acceptance and usability of the interventions and the lack of adverse effects with respect to the applied interventions were observed. None of the studies had a low risk of bias for all items of methodological quality assessment. The lack of methodological detail in most studies has led to uncertainties about possible biases, as well as difficulty in determining the completeness of the results and conclusions presented. Conclusion: It was not possible to determine the effectiveness of serious games in the prevention of STI in adolescents in relation to the researched outcomes, due to the quality of the evidence. But, there are indications of positive effects, mainly on the increase of knowledge about STI and HIV / AIDS. However, more randomized controlled trials with more homogeneous methodologies and studies that verify their results and effectiveness in the long term are needed.