Um panorama sobre o uso dos videogames na neuropsicologia infantil

Detalhes bibliográficos
Autor(a) principal: Mello, Rodrigo Vieira de
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UFRRJ
Texto Completo: https://rima.ufrrj.br/jspui/handle/20.500.14407/14490
Resumo: Videogames se tornaram muito populares nas últimas décadas, trazendo consigo grande impacto social e econômico. Pessoas das mais variadas classes sociais, independente do sexo ou idade fazem uso deles. Essa popularização trouxe também o interesse em saber quais são as influências que os mesmos trazem a seus usuários. Diversas pesquisas encontraram evidências que os videogames podem ter impacto positivo em aspectos da cognição tais como atenção, memória operacional e funções executivas. Entretanto, os métodos empregados para a condução dos mesmos ainda são heterogêneos, o que pode gerar uma variação dos resultados. O presente estudo teve como objetivo conduzir uma revisão sistemática da literatura através do método PRISMA nas plataformas SciELO, LILACS, PsycINFO e PUBMED para investigar os principais métodos e delineamentos nos estudos utilizando videogames com foco cognitivo na faixa-etária de 6 a 12 anos de idade. A partir dos critérios de inclusão/exclusão, foram selecionados e analisados 18 artigos de acordo com os métodos/delineamentos utilizados, sendo categorizados nas variáveis como: público-alvo, grupos experimentais, instrumentos, delineamento pré e pós-testagem, tipos de videogames (gênero dos jogos, duração, recompensas, etc), recursos psicofisiológicos, efeitos de generalização/transferência e estudos de acompanhamento (follow-ups), dentre outros. Os resultados do presente estudo fornecem um panorama sistemático dos métodos mais comumente utilizados, bem como auxiliarão futuras pesquisas em melhores delineamentos ao utilizar videogames como instrumento de avaliação ou intervenção neuropsicológica. O resultado do presente estudo pretendeu fornecer um panorama do uso desta ferramenta na Neuropsicologia. Este compilado poderá auxiliar na orientação de possíveis intervenções sobre os domínios cognitivos mais deficitários e o melhor aproveitamento das potencialidades de maneira mais lúdica e prazerosa.
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spelling Mello, Rodrigo Vieira dePires, Emmy Uehara099.231.197-77http://lattes.cnpq.br/6389610616100719Pires, Emmy UeharaSouza, Wanderson Fernandes deNorte, Carlos Eduardo Lourenço dos Santos097.481.577-25http://lattes.cnpq.br/27679698356373292023-12-22T03:01:36Z2023-12-22T03:01:36Z2020-01-21MELLO, Rodrigo Vieira de. Um panorama sobre o uso dos videogames na neuropsicologia infantil. 2020. 59 f. Dissertação (Mestrado em Psicologia) - Instituto de Educação, Universidade Federal Rural do Rio de Janeiro, Seropédica, RJ, 2020.https://rima.ufrrj.br/jspui/handle/20.500.14407/14490Videogames se tornaram muito populares nas últimas décadas, trazendo consigo grande impacto social e econômico. Pessoas das mais variadas classes sociais, independente do sexo ou idade fazem uso deles. Essa popularização trouxe também o interesse em saber quais são as influências que os mesmos trazem a seus usuários. Diversas pesquisas encontraram evidências que os videogames podem ter impacto positivo em aspectos da cognição tais como atenção, memória operacional e funções executivas. Entretanto, os métodos empregados para a condução dos mesmos ainda são heterogêneos, o que pode gerar uma variação dos resultados. O presente estudo teve como objetivo conduzir uma revisão sistemática da literatura através do método PRISMA nas plataformas SciELO, LILACS, PsycINFO e PUBMED para investigar os principais métodos e delineamentos nos estudos utilizando videogames com foco cognitivo na faixa-etária de 6 a 12 anos de idade. A partir dos critérios de inclusão/exclusão, foram selecionados e analisados 18 artigos de acordo com os métodos/delineamentos utilizados, sendo categorizados nas variáveis como: público-alvo, grupos experimentais, instrumentos, delineamento pré e pós-testagem, tipos de videogames (gênero dos jogos, duração, recompensas, etc), recursos psicofisiológicos, efeitos de generalização/transferência e estudos de acompanhamento (follow-ups), dentre outros. Os resultados do presente estudo fornecem um panorama sistemático dos métodos mais comumente utilizados, bem como auxiliarão futuras pesquisas em melhores delineamentos ao utilizar videogames como instrumento de avaliação ou intervenção neuropsicológica. O resultado do presente estudo pretendeu fornecer um panorama do uso desta ferramenta na Neuropsicologia. Este compilado poderá auxiliar na orientação de possíveis intervenções sobre os domínios cognitivos mais deficitários e o melhor aproveitamento das potencialidades de maneira mais lúdica e prazerosa.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível SuperiorVideo games have become very popular in recent decades, bringing with them great social and economic impact. People from all walks of life, regardless of gender or age, make use of them. This popularization also brought interest to know what are the influences they bring to their users. Several studies have found evidence that video games can have a positive impact on aspects of cognition such as attention, working memory, and executive functions. However, the methods used to conduct them are still heterogeneous, which can generate a variation of the results. This study aimed to conduct a systematic literature review using the PRISMA method on the SciELO, LILACS, PsycINFO and PUBMED platforms to investigate the main methods and designs in the studies using cognitive-focused video games in the age group of 6 to 12 years old. From the inclusion / exclusion criteria, 18 articles were selected and analyzed according to the methods / designs used, being categorized in the variables as: target audience and experimental groups, instruments, pre and post-test design, types of video games ( gender, duration, rewards, etc.), psychophysiological resources, generalization / transfer effects, and follow-up studies, among others. The results of the present study provide a systematic overview of the most commonly used methods, as well as assisting future research in the correct design using video games as a neuropsychological assessment or intervention tool. 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dc.title.por.fl_str_mv Um panorama sobre o uso dos videogames na neuropsicologia infantil
title Um panorama sobre o uso dos videogames na neuropsicologia infantil
spellingShingle Um panorama sobre o uso dos videogames na neuropsicologia infantil
Mello, Rodrigo Vieira de
Videogames
Cognição
Neuropsicologia
Cognition
Neuropsychology
video game
Psicologia
title_short Um panorama sobre o uso dos videogames na neuropsicologia infantil
title_full Um panorama sobre o uso dos videogames na neuropsicologia infantil
title_fullStr Um panorama sobre o uso dos videogames na neuropsicologia infantil
title_full_unstemmed Um panorama sobre o uso dos videogames na neuropsicologia infantil
title_sort Um panorama sobre o uso dos videogames na neuropsicologia infantil
author Mello, Rodrigo Vieira de
author_facet Mello, Rodrigo Vieira de
author_role author
dc.contributor.author.fl_str_mv Mello, Rodrigo Vieira de
dc.contributor.advisor1.fl_str_mv Pires, Emmy Uehara
dc.contributor.advisor1ID.fl_str_mv 099.231.197-77
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/6389610616100719
dc.contributor.referee1.fl_str_mv Pires, Emmy Uehara
dc.contributor.referee2.fl_str_mv Souza, Wanderson Fernandes de
dc.contributor.referee3.fl_str_mv Norte, Carlos Eduardo Lourenço dos Santos
dc.contributor.authorID.fl_str_mv 097.481.577-25
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/2767969835637329
contributor_str_mv Pires, Emmy Uehara
Pires, Emmy Uehara
Souza, Wanderson Fernandes de
Norte, Carlos Eduardo Lourenço dos Santos
dc.subject.por.fl_str_mv Videogames
Cognição
Neuropsicologia
topic Videogames
Cognição
Neuropsicologia
Cognition
Neuropsychology
video game
Psicologia
dc.subject.eng.fl_str_mv Cognition
Neuropsychology
video game
dc.subject.cnpq.fl_str_mv Psicologia
description Videogames se tornaram muito populares nas últimas décadas, trazendo consigo grande impacto social e econômico. Pessoas das mais variadas classes sociais, independente do sexo ou idade fazem uso deles. Essa popularização trouxe também o interesse em saber quais são as influências que os mesmos trazem a seus usuários. Diversas pesquisas encontraram evidências que os videogames podem ter impacto positivo em aspectos da cognição tais como atenção, memória operacional e funções executivas. Entretanto, os métodos empregados para a condução dos mesmos ainda são heterogêneos, o que pode gerar uma variação dos resultados. O presente estudo teve como objetivo conduzir uma revisão sistemática da literatura através do método PRISMA nas plataformas SciELO, LILACS, PsycINFO e PUBMED para investigar os principais métodos e delineamentos nos estudos utilizando videogames com foco cognitivo na faixa-etária de 6 a 12 anos de idade. A partir dos critérios de inclusão/exclusão, foram selecionados e analisados 18 artigos de acordo com os métodos/delineamentos utilizados, sendo categorizados nas variáveis como: público-alvo, grupos experimentais, instrumentos, delineamento pré e pós-testagem, tipos de videogames (gênero dos jogos, duração, recompensas, etc), recursos psicofisiológicos, efeitos de generalização/transferência e estudos de acompanhamento (follow-ups), dentre outros. Os resultados do presente estudo fornecem um panorama sistemático dos métodos mais comumente utilizados, bem como auxiliarão futuras pesquisas em melhores delineamentos ao utilizar videogames como instrumento de avaliação ou intervenção neuropsicológica. O resultado do presente estudo pretendeu fornecer um panorama do uso desta ferramenta na Neuropsicologia. Este compilado poderá auxiliar na orientação de possíveis intervenções sobre os domínios cognitivos mais deficitários e o melhor aproveitamento das potencialidades de maneira mais lúdica e prazerosa.
publishDate 2020
dc.date.issued.fl_str_mv 2020-01-21
dc.date.accessioned.fl_str_mv 2023-12-22T03:01:36Z
dc.date.available.fl_str_mv 2023-12-22T03:01:36Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv MELLO, Rodrigo Vieira de. Um panorama sobre o uso dos videogames na neuropsicologia infantil. 2020. 59 f. Dissertação (Mestrado em Psicologia) - Instituto de Educação, Universidade Federal Rural do Rio de Janeiro, Seropédica, RJ, 2020.
dc.identifier.uri.fl_str_mv https://rima.ufrrj.br/jspui/handle/20.500.14407/14490
identifier_str_mv MELLO, Rodrigo Vieira de. Um panorama sobre o uso dos videogames na neuropsicologia infantil. 2020. 59 f. Dissertação (Mestrado em Psicologia) - Instituto de Educação, Universidade Federal Rural do Rio de Janeiro, Seropédica, RJ, 2020.
url https://rima.ufrrj.br/jspui/handle/20.500.14407/14490
dc.language.iso.fl_str_mv por
language por
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