Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa

Detalhes bibliográficos
Autor(a) principal: Silva, Andressa Gabrielle Carvalho da
Data de Publicação: 2021
Outros Autores: Carvalho, Yanne Feitoza de
Tipo de documento: Trabalho de conclusão de curso
Idioma: por
Título da fonte: Repositório Institucional da UFS
Texto Completo: https://ri.ufs.br/jspui/handle/riufs/18302
Resumo: Anxiety has been on the rise in children and adolescents in recent years, which makes it an axis of relevance in mental health. Such a disorder needs to be addressed in a way that facilitates treatment, and ways of coping through an interactive and playful process, as is the case with therapeutic games for anxiety control. The objective of this work is to present an overview of the scientific production on the use of games to control anxiety in children and adolescents. This is an integrative literature review through the following databases: Latin American and Caribbean Literature on Health Sciences (LILACS), Medical Literature and Retrivial System onLine (MEDLINE/PubMed®), Nursing Database (BDENF) and SCOPUS (Elsevier); using the descriptors: ``children ́ ́, ``adolescents ́ ́, ``mental health ́ ́, ``games ́ ́ and ``toys ́ ́. The identified records were screened to meet the inclusion criteria: full articles available online, containing games that aim to control anxiety in children or adolescents. With this, 12 articles were identified that tested digital computer games, smartphone, tablet and virtual reality devices in children and adolescents, from 2015 to 2022. The games were organized into the following categories: RPG - Roling Playing Game, Adventure, Strategy, Simulation, Emulation and Puzzle/Puzzles. Finally, after analyzing the cataloged articles, it was found that the development of these resources is a promising step towards the creation of mental health education resources applied in a playful and attractive way to children and adolescents, although there has been an egalitarian decrease in anxiety in the intervention and control groups of the analyzed RCTs, which reveals the need for further studies to assess the specific effects of games. Non-digital games such as board or card games were not identified, which highlights the lack of research involving such modalities in the control of anxiety. Such considerations reflect an international reality, since none of the studies analyzed were applied in Brazil. It is soon observed that games for anxiety control involving children and adolescents need to be developed and applied in the country.
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spelling Silva, Andressa Gabrielle Carvalho daCarvalho, Yanne Feitoza deAndrade, Joseilze dos Santos2023-09-12T14:41:43Z2023-09-12T14:41:43Z2021SILVA, Andressa Gabrielle Carvalho da; CARVALHO, Yanne Feitoza de. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. 2021. 22f. Monografia (Graduação em Enfermagem) - Centro de Ciências Biológicas e da Saúde, Departamento de Enfermagem, Universidade Federal de Sergipe, Aracaju, 2021.https://ri.ufs.br/jspui/handle/riufs/18302Anxiety has been on the rise in children and adolescents in recent years, which makes it an axis of relevance in mental health. Such a disorder needs to be addressed in a way that facilitates treatment, and ways of coping through an interactive and playful process, as is the case with therapeutic games for anxiety control. The objective of this work is to present an overview of the scientific production on the use of games to control anxiety in children and adolescents. This is an integrative literature review through the following databases: Latin American and Caribbean Literature on Health Sciences (LILACS), Medical Literature and Retrivial System onLine (MEDLINE/PubMed®), Nursing Database (BDENF) and SCOPUS (Elsevier); using the descriptors: ``children ́ ́, ``adolescents ́ ́, ``mental health ́ ́, ``games ́ ́ and ``toys ́ ́. The identified records were screened to meet the inclusion criteria: full articles available online, containing games that aim to control anxiety in children or adolescents. With this, 12 articles were identified that tested digital computer games, smartphone, tablet and virtual reality devices in children and adolescents, from 2015 to 2022. The games were organized into the following categories: RPG - Roling Playing Game, Adventure, Strategy, Simulation, Emulation and Puzzle/Puzzles. Finally, after analyzing the cataloged articles, it was found that the development of these resources is a promising step towards the creation of mental health education resources applied in a playful and attractive way to children and adolescents, although there has been an egalitarian decrease in anxiety in the intervention and control groups of the analyzed RCTs, which reveals the need for further studies to assess the specific effects of games. Non-digital games such as board or card games were not identified, which highlights the lack of research involving such modalities in the control of anxiety. Such considerations reflect an international reality, since none of the studies analyzed were applied in Brazil. It is soon observed that games for anxiety control involving children and adolescents need to be developed and applied in the country.A ansiedade se mostra em ascensão no público infanto-juvenil nos últimos anos, o que a torna um eixo de relevância na saúde mental. Tal reação exacerbada precisa ser abordada de forma que facilite o tratamento, e as formas de enfrentamento através de um processo interativo e lúdico, como é o caso dos jogos terapêuticos para controle de ansiedade. O objetivo deste trabalho é apresentar um panorama da produção científica sobre o uso dos jogos no controle de ansiedade em crianças e adolescentes. Se trata de uma revisão integrativa da literatura por meio das bases de dados: Literatura Latino-Americana e do Caribe em Ciências da Saúde (LILACS), Medical Literature and Retrivial System onLine (MEDLINE/PubMed®), Base de dados em enfermagem (BDENF) e SCOPUS (Elsevier); com uso dos descritores: ``crianças ́ ́, ``adolescentes ́ ́, ``saúde mental ́ ́, ``jogos ́ ́ e ``brinquedos ́ ́. Os registros identificados foram triados para atender os critérios de inclusão: artigos completos disponíveis online, contendo jogos que visam controle de ansiedade em crianças ou adolescentes. Com isso, foram identificados 12 artigos que testaram jogos digitais de computador, smartphone, tablet e dispositivos de realidade virtual em crianças e adolescentes, no período de 2015 a 2022. Os jogos foram organizados nas seguintes categorias: RPG - Roling Playing Game, Aventura, Estratégia, Simulação, Emulação e Quebra-cabeça/Puzzles. Por fim, após a análise dos artigos catalogados, contatou-se que o desenvolvimento desses recursos é um passo promissor para a criação de recursos de educação em saúde mental aplicados de forma lúdica e atraente para crianças e adolescentes, embora tenha havido uma diminuição igualitária de ansiedade nos grupos intervenção e controle dos ECR analisados, que revela a necessidade de estudos mais aprofundados para avaliar os efeitos específicos dos jogos. Não foram identificados jogos não digitais a exemplo de jogos de tabuleiros ou cartas, o que evidencia a carência de pesquisas que envolvam tais modalidades no controle da ansiedade. Tais considerações refletem uma realidade internacional, visto que nenhum dos estudos analisados foi aplicado no Brasil. Logo observa-se que jogos para controle de ansiedade envolvendo o público infanto-juvenil precisam ser desenvolvidos e aplicados no país.AracajuporAnsiedadeJogos e brinquedosSaúde da criançaSaúde do adolescenteAnxietyGames and toysChild healthAdolescent healthCIENCIAS DA SAUDE::ENFERMAGEM::ENFERMAGEM PEDIATRICAUso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisUniversidade Federal de SergipeDEN - Departamento de Enfermagem – Aracaju - Presencialreponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSinfo:eu-repo/semantics/openAccessLICENSElicense.txtlicense.txttext/plain; charset=utf-81475https://ri.ufs.br/jspui/bitstream/riufs/18302/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51ORIGINALAndressa_Silva_e_Yanne_Carvalho.pdfAndressa_Silva_e_Yanne_Carvalho.pdfapplication/pdf346985https://ri.ufs.br/jspui/bitstream/riufs/18302/2/Andressa_Silva_e_Yanne_Carvalho.pdfc46865dfac1dca7af7741e3326d67f7cMD52riufs/183022023-09-12 11:41:48.82oai:ufs.br:riufs/18302TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2023-09-12T14:41:48Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.pt_BR.fl_str_mv Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
title Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
spellingShingle Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
Silva, Andressa Gabrielle Carvalho da
Ansiedade
Jogos e brinquedos
Saúde da criança
Saúde do adolescente
Anxiety
Games and toys
Child health
Adolescent health
CIENCIAS DA SAUDE::ENFERMAGEM::ENFERMAGEM PEDIATRICA
title_short Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
title_full Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
title_fullStr Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
title_full_unstemmed Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
title_sort Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
author Silva, Andressa Gabrielle Carvalho da
author_facet Silva, Andressa Gabrielle Carvalho da
Carvalho, Yanne Feitoza de
author_role author
author2 Carvalho, Yanne Feitoza de
author2_role author
dc.contributor.author.fl_str_mv Silva, Andressa Gabrielle Carvalho da
Carvalho, Yanne Feitoza de
dc.contributor.advisor1.fl_str_mv Andrade, Joseilze dos Santos
contributor_str_mv Andrade, Joseilze dos Santos
dc.subject.por.fl_str_mv Ansiedade
Jogos e brinquedos
Saúde da criança
Saúde do adolescente
topic Ansiedade
Jogos e brinquedos
Saúde da criança
Saúde do adolescente
Anxiety
Games and toys
Child health
Adolescent health
CIENCIAS DA SAUDE::ENFERMAGEM::ENFERMAGEM PEDIATRICA
dc.subject.eng.fl_str_mv Anxiety
Games and toys
Child health
Adolescent health
dc.subject.cnpq.fl_str_mv CIENCIAS DA SAUDE::ENFERMAGEM::ENFERMAGEM PEDIATRICA
description Anxiety has been on the rise in children and adolescents in recent years, which makes it an axis of relevance in mental health. Such a disorder needs to be addressed in a way that facilitates treatment, and ways of coping through an interactive and playful process, as is the case with therapeutic games for anxiety control. The objective of this work is to present an overview of the scientific production on the use of games to control anxiety in children and adolescents. This is an integrative literature review through the following databases: Latin American and Caribbean Literature on Health Sciences (LILACS), Medical Literature and Retrivial System onLine (MEDLINE/PubMed®), Nursing Database (BDENF) and SCOPUS (Elsevier); using the descriptors: ``children ́ ́, ``adolescents ́ ́, ``mental health ́ ́, ``games ́ ́ and ``toys ́ ́. The identified records were screened to meet the inclusion criteria: full articles available online, containing games that aim to control anxiety in children or adolescents. With this, 12 articles were identified that tested digital computer games, smartphone, tablet and virtual reality devices in children and adolescents, from 2015 to 2022. The games were organized into the following categories: RPG - Roling Playing Game, Adventure, Strategy, Simulation, Emulation and Puzzle/Puzzles. Finally, after analyzing the cataloged articles, it was found that the development of these resources is a promising step towards the creation of mental health education resources applied in a playful and attractive way to children and adolescents, although there has been an egalitarian decrease in anxiety in the intervention and control groups of the analyzed RCTs, which reveals the need for further studies to assess the specific effects of games. Non-digital games such as board or card games were not identified, which highlights the lack of research involving such modalities in the control of anxiety. Such considerations reflect an international reality, since none of the studies analyzed were applied in Brazil. It is soon observed that games for anxiety control involving children and adolescents need to be developed and applied in the country.
publishDate 2021
dc.date.issued.fl_str_mv 2021
dc.date.accessioned.fl_str_mv 2023-09-12T14:41:43Z
dc.date.available.fl_str_mv 2023-09-12T14:41:43Z
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dc.identifier.citation.fl_str_mv SILVA, Andressa Gabrielle Carvalho da; CARVALHO, Yanne Feitoza de. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. 2021. 22f. Monografia (Graduação em Enfermagem) - Centro de Ciências Biológicas e da Saúde, Departamento de Enfermagem, Universidade Federal de Sergipe, Aracaju, 2021.
dc.identifier.uri.fl_str_mv https://ri.ufs.br/jspui/handle/riufs/18302
identifier_str_mv SILVA, Andressa Gabrielle Carvalho da; CARVALHO, Yanne Feitoza de. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. 2021. 22f. Monografia (Graduação em Enfermagem) - Centro de Ciências Biológicas e da Saúde, Departamento de Enfermagem, Universidade Federal de Sergipe, Aracaju, 2021.
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dc.publisher.department.fl_str_mv DEN - Departamento de Enfermagem – Aracaju - Presencial
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