Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | |
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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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 |
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2023-09-12T14:41:43Z |
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2023-09-12T14:41:43Z |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/bachelorThesis |
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bachelorThesis |
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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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DEN - Departamento de Enfermagem – Aracaju - Presencial |
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