O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção

Detalhes bibliográficos
Autor(a) principal: Godoy, Anderson da Silva
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_RS
Texto Completo: https://tede2.pucrs.br/tede2/handle/tede/10226
Resumo: To reach the aging stage, it is important to understand that the quality of life over the years will impact old age. If the human being manages to reach the stage of old age, it is normal that important changes can occur in this process, mainly in the physical and cognitive functions. Research has shown that aging is an individual process, and is affected by variables such as gender, genetic inheritance, lifestyle, natural accidents, income, education, among other factors. Electronic games are able to improve cognitive aspects in both healthy elderly people and those with cognitive decline. The main objective of this dissertation was to describe and compare the performance of elderly people who practice and do not practice electronic games in tests of attention and memory. This study is cross-sectional, descriptive and analytical. The study population consisted of elderly people who play electronic games and who do not play electronic games and the sample was recruited through social media (Facebook, Instagram and Twitter), E-mail and Whatsapp. A sociodemographic questionnaire developed by the researchers involved in the present study was applied, having the following variables: age, sex, marital status, education, housing situation, profession, physical activity, reading habits, medication use, leisure activities, habit of use of electronic games, non-electronic games, games with and/or without internet, electronic device that you use, since when you use it and the frequency of electronic games and the motivation factor. Two instruments were used with the objective of evaluating certain cognitive aspects of the elderly, namely: The Mini Mental State Examination by Telephone (Braztel-MMSE, 2011) - to assess mental status and the Portuguese Version of the Prospective Memory Questionnaire and Retrospective (PRMQ-10) - to assess prospective and retrospective memory failures. Performance on the instruments was compared between the two groups of elderly people and between sociodemographic characteristics. Ninety elderly people were evaluated, including 44 elderly people who practice electronic games and 46 elderly people who do not practice electronic games. There was no significant difference between the sociodemographic profile of the participants and the groups studied. In addition to not showing significance between the characteristics of leisure, physical activity and reading habit. There was no significant difference in the performance of the prospective and retrospective memory questionnaire PRMQ-10. As for the performance on the MMSE, the performance was significant both for elderly people who practice and for those who do not practice electronic games. The spatial orientation and language subtest was identical for both groups, as the entire sample answered the test. The registration subtest was significant for both practicing and non-practicing elderly people in the variables of reading habit, physical activity 9 ‘ and schooling. The use of electronic games did not present significant values in any of the cognitive trait assessment tests. We concluded that the level of education, physical activity and reading habits were important variables in maintaining a good cognitive level, both in elderly practitioners and non-practitioners of electronic games. It is worth mentioning the importance of studies with new scales to assess certain cognitive aspects, with a larger sample.
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spelling Argimon, Irani Iracema de Limahttp://lattes.cnpq.br/8353206673415560http://lattes.cnpq.br/9258130898396881Godoy, Anderson da Silva2022-05-18T12:13:53Z2022-03-07https://tede2.pucrs.br/tede2/handle/tede/10226To reach the aging stage, it is important to understand that the quality of life over the years will impact old age. If the human being manages to reach the stage of old age, it is normal that important changes can occur in this process, mainly in the physical and cognitive functions. Research has shown that aging is an individual process, and is affected by variables such as gender, genetic inheritance, lifestyle, natural accidents, income, education, among other factors. Electronic games are able to improve cognitive aspects in both healthy elderly people and those with cognitive decline. The main objective of this dissertation was to describe and compare the performance of elderly people who practice and do not practice electronic games in tests of attention and memory. This study is cross-sectional, descriptive and analytical. The study population consisted of elderly people who play electronic games and who do not play electronic games and the sample was recruited through social media (Facebook, Instagram and Twitter), E-mail and Whatsapp. A sociodemographic questionnaire developed by the researchers involved in the present study was applied, having the following variables: age, sex, marital status, education, housing situation, profession, physical activity, reading habits, medication use, leisure activities, habit of use of electronic games, non-electronic games, games with and/or without internet, electronic device that you use, since when you use it and the frequency of electronic games and the motivation factor. Two instruments were used with the objective of evaluating certain cognitive aspects of the elderly, namely: The Mini Mental State Examination by Telephone (Braztel-MMSE, 2011) - to assess mental status and the Portuguese Version of the Prospective Memory Questionnaire and Retrospective (PRMQ-10) - to assess prospective and retrospective memory failures. Performance on the instruments was compared between the two groups of elderly people and between sociodemographic characteristics. Ninety elderly people were evaluated, including 44 elderly people who practice electronic games and 46 elderly people who do not practice electronic games. There was no significant difference between the sociodemographic profile of the participants and the groups studied. In addition to not showing significance between the characteristics of leisure, physical activity and reading habit. There was no significant difference in the performance of the prospective and retrospective memory questionnaire PRMQ-10. As for the performance on the MMSE, the performance was significant both for elderly people who practice and for those who do not practice electronic games. The spatial orientation and language subtest was identical for both groups, as the entire sample answered the test. The registration subtest was significant for both practicing and non-practicing elderly people in the variables of reading habit, physical activity 9 ‘ and schooling. The use of electronic games did not present significant values in any of the cognitive trait assessment tests. We concluded that the level of education, physical activity and reading habits were important variables in maintaining a good cognitive level, both in elderly practitioners and non-practitioners of electronic games. It is worth mentioning the importance of studies with new scales to assess certain cognitive aspects, with a larger sample.Para chegarmos na fase do envelhecimento é importante compreendermos que a qualidade de vida durante os anos, irá impactar na velhice. Se o ser humano consegue chegar à fase da velhice, é normal que importantes alterações possam ocorrer neste processo, principalmente nas funções físicas e cognitivas. As pesquisas vêm demonstrando que o envelhecimento é um processo individual, e é afetado por variáveis como sexo, herança genética, estilo de vida, acidentes naturais, renda, escolaridade, entre outros fatores. Os Jogos eletrônicos são capazes de possibilitar melhora nos aspectos cognitivos tanto em pessoas idosas saudáveis quanto nas com declínio cognitivo. A presente dissertação teve como objetivo principal, descrever e comparar o desempenho de pessoas idosas praticantes e não praticantes de jogos eletrônicos em testes de atenção e memória. Este estudo é transversal, descritivo e analítico. A população do estudo foi composta por pessoas idosas praticantes de jogos eletrônicos e não praticantes de jogos eletrônicos e a amostra foi recrutada através de divulgações em mídias sociais (Facebook, Instagram e Twitter), E-mail e Whatsapp. Foi aplicado um questionário sociodemográfico desenvolvido pelos pesquisadores envolvidos no presente estudo, tendo as seguintes variáveis: idade, sexo, estado civil, escolaridade, situação de moradia, profissão, atividade física, hábitos de leitura, uso de medicação, atividades de lazer, costume de utilização de jogos eletrônicos, não são eletrônicos, jogos com e/ou sem internet, aparelho eletrônico que utiliza, desde quando utiliza e a frequência dos jogos eletrônicos e o fator de motivação. Foram utilizados dois instrumentos com o objetivo de avaliar determinados aspectos cognitivos das pessoas idosas, sendo elas: O Mini Exame do Estado Mental por Telefone (Braztel-MEEM, 2011) - para avaliação do estado mental e a Versão em Português do Questionário de Memória Prospectiva e Retrospectiva (PRMQ-10) - para avaliar as falhas de memória prospectiva e retrospectiva. O desempenho nos instrumentos foi comparado entre os dois grupos de idosos e entre as características sociodemográficas. Foram avaliadas 90 pessoas idosas, entre eles, 44 pessoas idosas praticantes de jogos eletrônicos e 46 pessoas idosas não praticantes de jogos eletrônicos. Não houve diferença significativa entre o perfil sociodemográficos dos participantes e os grupos estudados. Além de não apresentar significância entre as características de lazer, atividade física e hábito de leitura. Não houve diferença significativa no desempenho do questionário de memória prospectiva e retrospectiva PRMQ-10. Quanto ao desempenho no MEEM, foi significativo o desempenho tanto para pessoas idosas praticantes quanto para não praticantes de jogos eletrônicos. O subteste de 7 ‘ orientação espacial e linguagem foi idêntico para ambos os grupos, pois toda a amostra gabaritou o teste. O subteste de registro foi significativo tanto para pessoas idosas praticantes e não praticantes nas variáveis de hábito de leitura, atividade física e escolaridade. O uso de jogos eletrônicos não apresentou valores significativos em nenhum dos testes de avaliação de traços cognitivos. Concluímos que o nível de escolaridade, a atividade física e os hábitos de leitura foram variáveis importantes na manutenção do bom nível cognitivo, tanto em idosos praticantes quanto não praticantes de jogos eletrônicos. Cabe ressaltar a importância de estudos com novas escalas para avaliação de determinados aspectos cognitivos, com uma amostra maiorSubmitted by PPG Gerontologia Biomédica (geronbio@pucrs.br) on 2022-05-17T12:10:23Z No. of bitstreams: 1 GODOY_ANDERSON DA SILVA_DIS.pdf: 3472927 bytes, checksum: 9b8dfbb0ed5cfd7ead1de585c76a2bf6 (MD5)Approved for entry into archive by Sarajane Pan (sarajane.pan@pucrs.br) on 2022-05-18T12:00:24Z (GMT) No. of bitstreams: 1 GODOY_ANDERSON DA SILVA_DIS.pdf: 3472927 bytes, checksum: 9b8dfbb0ed5cfd7ead1de585c76a2bf6 (MD5)Made available in DSpace on 2022-05-18T12:13:53Z (GMT). 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dc.title.por.fl_str_mv O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
title O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
spellingShingle O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
Godoy, Anderson da Silva
Cognição
Envelhecimento
Jogos Eletrônicos
Pessoas Idosas
Desempenho
Cognition
Aging
Eletronic Games
Old People
Performance
CIENCIAS DA SAUDE::MEDICINA
title_short O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
title_full O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
title_fullStr O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
title_full_unstemmed O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
title_sort O uso de jogos eletrônicos por pessoas idosas e sua relação com memória e atenção
author Godoy, Anderson da Silva
author_facet Godoy, Anderson da Silva
author_role author
dc.contributor.advisor1.fl_str_mv Argimon, Irani Iracema de Lima
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8353206673415560
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9258130898396881
dc.contributor.author.fl_str_mv Godoy, Anderson da Silva
contributor_str_mv Argimon, Irani Iracema de Lima
dc.subject.por.fl_str_mv Cognição
Envelhecimento
Jogos Eletrônicos
Pessoas Idosas
Desempenho
topic Cognição
Envelhecimento
Jogos Eletrônicos
Pessoas Idosas
Desempenho
Cognition
Aging
Eletronic Games
Old People
Performance
CIENCIAS DA SAUDE::MEDICINA
dc.subject.eng.fl_str_mv Cognition
Aging
Eletronic Games
Old People
Performance
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE::MEDICINA
description To reach the aging stage, it is important to understand that the quality of life over the years will impact old age. If the human being manages to reach the stage of old age, it is normal that important changes can occur in this process, mainly in the physical and cognitive functions. Research has shown that aging is an individual process, and is affected by variables such as gender, genetic inheritance, lifestyle, natural accidents, income, education, among other factors. Electronic games are able to improve cognitive aspects in both healthy elderly people and those with cognitive decline. The main objective of this dissertation was to describe and compare the performance of elderly people who practice and do not practice electronic games in tests of attention and memory. This study is cross-sectional, descriptive and analytical. The study population consisted of elderly people who play electronic games and who do not play electronic games and the sample was recruited through social media (Facebook, Instagram and Twitter), E-mail and Whatsapp. A sociodemographic questionnaire developed by the researchers involved in the present study was applied, having the following variables: age, sex, marital status, education, housing situation, profession, physical activity, reading habits, medication use, leisure activities, habit of use of electronic games, non-electronic games, games with and/or without internet, electronic device that you use, since when you use it and the frequency of electronic games and the motivation factor. Two instruments were used with the objective of evaluating certain cognitive aspects of the elderly, namely: The Mini Mental State Examination by Telephone (Braztel-MMSE, 2011) - to assess mental status and the Portuguese Version of the Prospective Memory Questionnaire and Retrospective (PRMQ-10) - to assess prospective and retrospective memory failures. Performance on the instruments was compared between the two groups of elderly people and between sociodemographic characteristics. Ninety elderly people were evaluated, including 44 elderly people who practice electronic games and 46 elderly people who do not practice electronic games. There was no significant difference between the sociodemographic profile of the participants and the groups studied. In addition to not showing significance between the characteristics of leisure, physical activity and reading habit. There was no significant difference in the performance of the prospective and retrospective memory questionnaire PRMQ-10. As for the performance on the MMSE, the performance was significant both for elderly people who practice and for those who do not practice electronic games. The spatial orientation and language subtest was identical for both groups, as the entire sample answered the test. The registration subtest was significant for both practicing and non-practicing elderly people in the variables of reading habit, physical activity 9 ‘ and schooling. The use of electronic games did not present significant values in any of the cognitive trait assessment tests. We concluded that the level of education, physical activity and reading habits were important variables in maintaining a good cognitive level, both in elderly practitioners and non-practitioners of electronic games. It is worth mentioning the importance of studies with new scales to assess certain cognitive aspects, with a larger sample.
publishDate 2022
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