Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos

Detalhes bibliográficos
Autor(a) principal: Nakamura, Ana Lúcia
Data de Publicação: 2020
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/23338
Resumo: This study is composed of the description of the games practices with the elderly in São Paulo day centers, observations, reflections and suggestions, originated from the dialogues with the elderly and managers, caregivers, and the effects noticed from the interactions in the games. In this context, we seek to answer the following question: In the social aspect, what are the results of the practice of activities with digital and non-digital games for healthy elderly people and those with care-dependent older people, or dementias? To answer this question, this study aims to: (i) analyze how the relationship between the elderly person and the instance of playfulness occurs to understand its importance and the sense of playfulness for the elderly; (ii) describe the contributions of digital and non-digital games and identify the types of difficulties of healthy or care-dependent elderly people in practice with games; (iii) identify and describe the gaming experiences and preferences of 60+ players, suggesting game types and ways of playing; (iv) subsidize the development of social and public policies regarding activities that can be applied in the various services aimed at the elderly. The study is carried out through participant observation of the activity with 65 elderly people, in three day centers in São Paulo (SP) in the neighborhoods Bom Retiro, Saúde and Guaianases, from June 2015 to December 2019, totaling 1104 hours of activity . To support this thesis were selected, due to the relevance of their studies on the aging process: teachers Beltrina da P. Pereira da Côrte, Vera Brandão and Flamínia Manzano M. Lodovici, as well as the philosopher Simone de Beauvoir; about the games: professors Sérgio Nesteriuk Gallo and Vicente Martin Mastrocola, researchers Johan Huizinga and Roger Caillois, and the designers of textit game: Katie Salen, Eric Zimmerman and Jane Mcgonigal; about leisure and playfulness: the researcher Manuel Cuenca Cabeza and professor Neuza M. de Matos. As a result, it was found: the creation and strengthening of bonds between the elderly and with care professionals; the increase in social interactions and the time of adherence to the activity, including dependent elderly people; positive changes in players’ self-confidence; perception of skills and discoveries of others; perception of time by the elderly and distance from routine concerns; the social impact that occurred during the development of this study, from the implementation of technological activity with games, replicated in several other day centers, and consequently, the knowledge about the importance of leisure and games with and for the elderly, divided with care professionals, service managers and the community in general
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spelling Hildebrand, Hermes Renatohttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4767900T6Nakamura, Ana Lúcia2020-11-12T11:15:09Z2020-09-29Nakamura, Ana Lúcia. Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos. 2020. 218 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020.https://tede2.pucsp.br/handle/handle/23338This study is composed of the description of the games practices with the elderly in São Paulo day centers, observations, reflections and suggestions, originated from the dialogues with the elderly and managers, caregivers, and the effects noticed from the interactions in the games. In this context, we seek to answer the following question: In the social aspect, what are the results of the practice of activities with digital and non-digital games for healthy elderly people and those with care-dependent older people, or dementias? To answer this question, this study aims to: (i) analyze how the relationship between the elderly person and the instance of playfulness occurs to understand its importance and the sense of playfulness for the elderly; (ii) describe the contributions of digital and non-digital games and identify the types of difficulties of healthy or care-dependent elderly people in practice with games; (iii) identify and describe the gaming experiences and preferences of 60+ players, suggesting game types and ways of playing; (iv) subsidize the development of social and public policies regarding activities that can be applied in the various services aimed at the elderly. The study is carried out through participant observation of the activity with 65 elderly people, in three day centers in São Paulo (SP) in the neighborhoods Bom Retiro, Saúde and Guaianases, from June 2015 to December 2019, totaling 1104 hours of activity . To support this thesis were selected, due to the relevance of their studies on the aging process: teachers Beltrina da P. Pereira da Côrte, Vera Brandão and Flamínia Manzano M. Lodovici, as well as the philosopher Simone de Beauvoir; about the games: professors Sérgio Nesteriuk Gallo and Vicente Martin Mastrocola, researchers Johan Huizinga and Roger Caillois, and the designers of textit game: Katie Salen, Eric Zimmerman and Jane Mcgonigal; about leisure and playfulness: the researcher Manuel Cuenca Cabeza and professor Neuza M. de Matos. As a result, it was found: the creation and strengthening of bonds between the elderly and with care professionals; the increase in social interactions and the time of adherence to the activity, including dependent elderly people; positive changes in players’ self-confidence; perception of skills and discoveries of others; perception of time by the elderly and distance from routine concerns; the social impact that occurred during the development of this study, from the implementation of technological activity with games, replicated in several other day centers, and consequently, the knowledge about the importance of leisure and games with and for the elderly, divided with care professionals, service managers and the community in generalEste estudo compõe-se da descrição das práticas dos jogos com os idosos de centros-dia paulistanos, de observações, reflexões e sugestões, originadas dos diálogos com os idosos e gestores, cuidadores, e os efeitos notados a partir das interações nos jogos. Neste contexto, busca-se responder à seguinte questão: Quais são os resultados das práticas de atividades com jogos digitais e não digitais para os idosos saudáveis e àqueles com dependências, ou com demências, no aspecto social? Para responder a esta questão, este estudo tem como objetivos: (i) analisar como se dá a relação da pessoa idosa e a instância do lúdico para compreender sua importância e o sentido do lúdico para os idosos; (ii) descrever as contribuições dos jogos digitais e não digitais e identificar os tipos de dificuldades de idosos saudáveis, ou aqueles com dependência, na prática com os jogos; (iii) identificar e descrever as experiências e preferências de jogo dos jogadores 60+, recuperando sugestões de jogos e modos de jogar; (iv) subsidiar a elaboração de políticas sociais e públicas quanto a atividades que possam ser aplicadas nos diversos serviços dirigidos à pessoa idosa. O estudo é feito por meio da observação-participante da atividade com 65 idosos, em três centros-dia de São Paulo (SP) nos bairros Bom Retiro, Saúde e Guaianases, de junho de 2015 até dezembro de 2019, totalizando 1104 horas de atividade. Para fundamentar esta tese foram selecionados, pela relevância de seus estudos sobre o processo de envelhecimento: as professoras Beltrina da P. Pereira da Côrte, Vera Brandão e Flamínia Manzano M. Lodovici, bem como a filósofa Simone de Beauvoir; sobre os jogos: os professores Sérgio Nesteriuk Gallo e Vicente Martin Mastrocola, os pesquisadores Johan Huizinga e Roger Caillois, e os designers de game: Katie Salen, Eric Zimmerman e Jane Mcgonigal; sobre o ócio e o lúdico: o pesquisador Manuel Cuenca Cabeza e a professora Neuza M. de Matos. Como resultados, verificou-se: a criação e o fortalecimento de vínculos entre os idosos e com os profissionais de cuidado; o aumento das interações sociais e do tempo de adesão à atividade, inclusive dos idosos dependentes; mudanças positivas na autoconfiança dos jogadores; percepção de habilidades e descobertas de outras; percepção do tempo pelos idosos e distanciamento de preocupações rotineiras; o impacto social ocorrido ainda durante o desenvolvimento deste estudo, a partir da implementação da atividade tecnológica com jogos, replicada em vários outros centros-dia, e por consequência, o conhecimento sobre a importância do lazer e jogos com e para os idosos, dividido com os profissionais de cuidado, gestores de serviços e a comunidade em geralCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/52729/Ana%20L%c3%bacia%20Nakamura.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaJogosJogos digitaisIdosos - RecreaçãoGamesDigital gamesOlder people - RecreationCNPQ::ENGENHARIASVelhices em jogo? 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dc.title.por.fl_str_mv Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
title Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
spellingShingle Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
Nakamura, Ana Lúcia
Jogos
Jogos digitais
Idosos - Recreação
Games
Digital games
Older people - Recreation
CNPQ::ENGENHARIAS
title_short Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
title_full Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
title_fullStr Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
title_full_unstemmed Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
title_sort Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos
author Nakamura, Ana Lúcia
author_facet Nakamura, Ana Lúcia
author_role author
dc.contributor.advisor1.fl_str_mv Hildebrand, Hermes Renato
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4767900T6
dc.contributor.author.fl_str_mv Nakamura, Ana Lúcia
contributor_str_mv Hildebrand, Hermes Renato
dc.subject.por.fl_str_mv Jogos
Jogos digitais
Idosos - Recreação
topic Jogos
Jogos digitais
Idosos - Recreação
Games
Digital games
Older people - Recreation
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Games
Digital games
Older people - Recreation
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description This study is composed of the description of the games practices with the elderly in São Paulo day centers, observations, reflections and suggestions, originated from the dialogues with the elderly and managers, caregivers, and the effects noticed from the interactions in the games. In this context, we seek to answer the following question: In the social aspect, what are the results of the practice of activities with digital and non-digital games for healthy elderly people and those with care-dependent older people, or dementias? To answer this question, this study aims to: (i) analyze how the relationship between the elderly person and the instance of playfulness occurs to understand its importance and the sense of playfulness for the elderly; (ii) describe the contributions of digital and non-digital games and identify the types of difficulties of healthy or care-dependent elderly people in practice with games; (iii) identify and describe the gaming experiences and preferences of 60+ players, suggesting game types and ways of playing; (iv) subsidize the development of social and public policies regarding activities that can be applied in the various services aimed at the elderly. The study is carried out through participant observation of the activity with 65 elderly people, in three day centers in São Paulo (SP) in the neighborhoods Bom Retiro, Saúde and Guaianases, from June 2015 to December 2019, totaling 1104 hours of activity . To support this thesis were selected, due to the relevance of their studies on the aging process: teachers Beltrina da P. Pereira da Côrte, Vera Brandão and Flamínia Manzano M. Lodovici, as well as the philosopher Simone de Beauvoir; about the games: professors Sérgio Nesteriuk Gallo and Vicente Martin Mastrocola, researchers Johan Huizinga and Roger Caillois, and the designers of textit game: Katie Salen, Eric Zimmerman and Jane Mcgonigal; about leisure and playfulness: the researcher Manuel Cuenca Cabeza and professor Neuza M. de Matos. As a result, it was found: the creation and strengthening of bonds between the elderly and with care professionals; the increase in social interactions and the time of adherence to the activity, including dependent elderly people; positive changes in players’ self-confidence; perception of skills and discoveries of others; perception of time by the elderly and distance from routine concerns; the social impact that occurred during the development of this study, from the implementation of technological activity with games, replicated in several other day centers, and consequently, the knowledge about the importance of leisure and games with and for the elderly, divided with care professionals, service managers and the community in general
publishDate 2020
dc.date.accessioned.fl_str_mv 2020-11-12T11:15:09Z
dc.date.issued.fl_str_mv 2020-09-29
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
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dc.identifier.citation.fl_str_mv Nakamura, Ana Lúcia. Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos. 2020. 218 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/23338
identifier_str_mv Nakamura, Ana Lúcia. Velhices em jogo? análise sócio-gerontológica de práticas de jogos digitais e não digitais com idosos. 2020. 218 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020.
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dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
dc.publisher.initials.fl_str_mv PUC-SP
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dc.publisher.department.fl_str_mv Faculdade de Ciências Exatas e Tecnologia
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
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