Dissertations / Theses on the topic 'Mental games'

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1

Crawford, Stella. "The ways Hellblade: Senua’s Sacrifice represents mental illness." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-409483.

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This thesis examines the ways Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) represents mental illness and why the game is considered partly groundbreaking in the subject of mental health representation within video games. This examination is done by taking a brief overview of previous games tackling the same subject matter as well as examining how Hellblade: Senua’s Sacrifice represents psychosis narratively and mechanically. This is done through the method of player-as-analyst by playing the game all the way through once and viewing a full length playthrough video following the methodology and theory of Diane Carr (2014).  The data gathered during play and viewing of the playthrough is then analyzed.
Denna avhandling undersöker hur Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) representerar mental ohälsa och varför spelet uppehålls som delvis banbrytande inom spel som behandlar mental ohälsa. Undersökningen i fråga är gjord via att göra en kort översikt av hur tidigare spel handlat samma ämne och ta en titt på hur Hellblade: Senua’s Sacrifice representerar psykos i sin mekanik och narrativ. Detta åstadkoms genom metoden Player-as-analyst genom att spela igenom hela spelet en gång och kolla igenom en playthrough video och genom att följa metodologi och teori av Diane Carr (2014). Datan samlad under spelningen och video tittandet sedan analyseras.
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2

Evans, Bruce. "The Message in the Mechanics: Designing Game Mechanics that Reflect a Character’s Mental State." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555615050474514.

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3

Alves, Thiago. "Exploring Underrepresented Narratives : Social Anxiety in Games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15563.

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This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion of how experiences are represented in games by people directly affected by this mental disorder. Individual experiences also contribute to expand interpretations and to identify additional keys of social anxiety representation. This is done by reaching informants, people living with a comorbid mental illnesses or disorders, that face or had faced social anxiety, and assess their perspectives through an experiential workshop. This work intends to further explore the practice of game design as mediator of experiences, contributing to both deepen the knowledge of game design and explore nuances of individual experiences present in autobiographical games and how this relates to perspectives of other people living with social anxiety. By combining the games and informants perspectives it is possible to structure a debate about game design patterns based on the findings of the game analysis and further elaborated with the nuanced perceptions gathered from informants. The knowledge acquired through this work is a step towards understanding of how games can represent, in an honest and non-stereotypical way, mental disorders, starting with social anxiety and, hopefully, contribute to spark other studies to broaden the spectrum of how the complexity of adverse mental conditions can be more respectfully addressed in games.
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Moura, Mariza de Souza. "Um jogo adaptativo para potencializar processos cognitivos de jovens com transtornos no desenvolvimento." Universidade Federal Rural do Semi-Árido, 2017. http://bdtd.ufersa.edu.br:80/tede/handle/tede/673.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Digital technologies have been expanding its applicability, significantly in several fields, including mental health. The study developed by the Program “Oficinando em Rede” uses Information and Communication Technologies (ICT) promoting care, social insertion and training in mental health and education. Thus, ideas and projects concerning experiences with young people bearers of developmental disorder were made feasible to be studied and developed, through contact with a digital technology. Games act not only as entertainment but also, and especially, in the empowerment of cognitive processes of the young people who use them. In this experiment, there are various modes of applicating games in the scope of mental health and one of them happens during the workshops, that were conducted as regular activities, as actions by this university extension program, the “Oficinando em Rede”. Workshops that take place with children and teenagers who are inserted in the activities of the Center for Psychosocial Care of Children and Adolescents in Mossoró - RN (CAPSi). As an essential factor for the research, the project operated based on the observation of the characteristics demonstrated by each of those children and teenagers, among the coordination of behaviors, such as: gestures, ideas and emotions, especially while they were in contact with the digital games that were used in the workshops. It has been realized, during these workshops, that the same game, rouses different reactions in each of them, for their own actions, emotions and disorders that express themselves in a unique way during each experience. Based on a chart, containing the devices and elements that draw the attention of the young participants on the project, also by reading the logbooks developed in each workshop, and finally, through the use of categories that were perceived as a listing the specific game’s devices, such as sound, image, animation, cooperativity, among others, it have been made possible to notice which reactions were presented by the young people during the workshops, and with this experience came an idea of developing a game containing devices and adaptive elements, including the characteristics that attract attention of these participants in the project . The game follows a perspective of serious games, which are games created according to a specific purpose, by use of techniques and methods of games, but for a purpose that goes beyond fun or entertainment. And, yet, adaptive methods, which aid in the ability of the game to modify itself from the reactions of the young person during the act of playing. It is proposed, then, the development of an adaptive game to enhance the cognitive processes of children and teenagers with mental development disorder
As tecnologias digitais vêm ganhando um espaço expressivo em diversas áreas, inclusive em saúde mental. O estudo desenvolvido através do Programa Oficinando em Rede utiliza Tecnologias da Informação e da Comunicação (TIC’s) promovendo cuidados, inserção social e formação em saúde mental e em educação. Diante disso, viabilizaram-se ideias e projetos a serem estudados e desenvolvidos, no que diz respeito às experiências com jovens com transtorno no desenvolvimento, através do contato com a tecnologia digital. Os jogos atuam não somente como entretenimento, mas também e, principalmente, na potencialização de processos cognitivos dos jovens que os utilizam. Nessa experiência, existem diversos modos de aplicar jogos no âmbito da saúde mental e um deles acontece durante as oficinas junto ao Programa Oficinando em Rede. Oficinas que ocorrem com jovens inseridos nas atividades do Centro de Atenção Psicossocial da Infância e da Adolescência de Mossoró/RN (CAPSi). Como um fator imprescindível para a pesquisa, o projeto atua a partir da observação das características demonstradas por cada jovem nas coordenações de condutas: gestos, ideias e emoções, em particular, durante o contato com jogos digitais que foram utilizados durante as oficinas. Percebeu-se durante as oficinas que o mesmo jogo despertava reações diferentes, em cada jovem, pois estes possuem ações, emoções e transtornos que se expressam de modo singular em cada experiência. Com base em uma tabela, contendo os dispositivos e elementos que chamam a atenção dos jovens participantes do projeto, a leitura dos diários de bordo desenvolvidos em cada oficina e também um formulário elencando os elementos específicos, como som, imagem, animação, cooperatividade, entre outros, pôde-se perceber quais reações foram apresentadas pelos jovens durante as oficinas e, com essa experiência, surgiu a ideia de desenvolver um jogo, contendo dispositivos e elementos adaptativos incluindo as características que chamam a atenção dos jovens participantes do projeto. O jogo segue a perspectiva de serious games, ou jogos sérios, que são jogos que atuam com um propósito específico, utilizando técnicas e métodos de jogos, mas com uma finalidade que vai além de diversão ou entretenimento. E, ainda, métodos adaptativos, que auxiliam na habilidade do jogo em modificar-se a partir das reações do jovem durante o ato de jogar. Propõe-se então o desenvolvimento de um jogo adaptativo para potencializar processos cognitivos de jovens com transtorno no desenvolvimento
2017-04-24
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5

Alexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.

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6

Mellalieu, Stephen D. "Identification and enhancement of pre-performance mental states in male rugby union players." Thesis, University of Gloucestershire, 2000. http://eprints.glos.ac.uk/5694/.

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The purpose of this thesis was concerned with the identification of the nature and content of the pre performance affective experience of the rugby union performer, and the subsequent measurement of the efficacy of a psychological intervention strategy to enhance the precompetitive mental state. Study 1 of the thesis conducted a preliminary investigation into the overall experience of sports performers' precompetitive affect (i.e., negative/positive) and the relationship with symptoms associated with competitive anxiety through the employment of trait self-report measures. The findings highlighted the importance of maintaining favourable perceptions of anxiety in the experience of positive affect. In order to describe the nature of this positive affective state, a sport specific self-report scale was designed and validated in Study 2 within a population of competitive athletes. Study 3 used the scale to examine the content of the pre performance affective experience and the relationship with interpretations of symptoms associated with competitive anxiety. The findings identified the existence of competitive anxiety symptoms. In order to derive a comprehensive understanding of the precompetitive experience a qualitative perspective was employed in Study 4. In-depth interviews were conducted with 12 international, male, rugby union players. Appropriate pre performance mental states were identified with symptoms associated with mental, physical, and technical readiness. Inappropriate pre performance mental states were symptomatic of a lack of mental, physical and technical readiness and negative experiences associated with competitive anxiety symptoms. The study also established the influence of significant others upon an individual's mental preparation for competition within the context of the team sport. A final purpose of Study 4 was to describe the psychological strategies employed by performers to achieve appropriate pre performance mental states. The study identified the employment of task-specific imagery in order to facilitate appropriate pre performance mental states. Utilising these findings, the final study of the thesis adopted a single-case design to investigate the efficacy of a task-specific imagery strategy in enhancing appropriate mental readiness for performance in 4 sub-elite rugby union players. The findings demonstrated enhancement in pre performance mental readiness across all participants. Specifically, increases in the level of mental preparation and self-confidence were identified, whilst a lower level of competitive anxiety symptoms were reported. The overall findings of the thesis have facilitated a greater understanding of the affective experiences and psychological strategies of competitive athletes prior to performing. Practical recommendations are proposed in order to facilitate the enhancement and achievement of ideal precompetitive mental states in sports performers. These outline the importance of employing structured task-specific imagery to facilitate appropriate activation states and the need to establish structured mental 'warm up' periods in the preparation for competition.
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7

Rolo, Cristina Maria Roque da Costa. "Treino psicológico-estudo da influência do treino mental no rendimento competitivo de tenistas de alta competição." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 1999. http://dited.bn.pt:80/29034.

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8

Lõugas, Marilin. "Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.

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This master thesis researches parallel digital world design in computer games in the setting of An Ended World. The main focus of the research is the touchpoints between two or more worlds and how the inputs from a designer can influence the type of experience received by the player.The overall research takes inspiration from both game and interaction design and follows a very user-centric approach with numerous play sessions and a workshop. The final outcome is presented in the form of attributes and a prototype built as a modification for an existing game.
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Higgins, Jane Marie. "Card games and containment : forensic psychiatric patients' experiences of a student-led initiative." Thesis, Rhodes University, 2014. http://hdl.handle.net/10962/d1013314.

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Despite South African forensic psychiatric institutions operating well over capacity, the urgent need for rehabilitation guidelines is neglected through lack of research in this area. This is further compounded by the constrained financial and professional resources available to the sector. The Fort England Hospital Buddy Programme (FEHBP) is a voluntary social and activity-based initiative involving 2 hourly visits between students and male forensic psychiatric patient volunteers. Through the use of Interpretative Phenomenological Analysis (Smith, 1996), the participants’ experience of the programme was further contextualised within their lives pre and post admission. While further exploration through research is required, it appeared that within institutional confines the FEHBP acted in a substitutionary and surrogacy capacity, as a space for the development of social competence. While participants appeared to experience a sense of protectiveness from the programme, the limitations and restrictions are acknowledged as an increased number and variety of social network links would be required for a more sustainable sense of subjective wellbeing to develop. The FEHBP demonstrates the use of non-professional (community involved) interventions within a forensic psychiatric context.
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Kling, Agnes. ""Äh, ryck upp dig!" : Grafisk gestaltning av mental ohälsa i karaktärsdesign för spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13604.

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Media har visat tendenser att gestalta mental ohälsa på nedvärderande sätt gentemot karaktären. Denna studie berör hur olika grafiska gestaltningar av depression påverkar betraktarens uppfattning av karaktären. Studien riktar sig mot tillämpning inom mediet elektroniska spel. Under arbetet undersöktes tre olika gestaltningssätt – via utseende, kroppsspråk och miljö. Gestaltningarna hade två delar: Del 1 gestaltade depression; Del 2 en neutral karaktär. De ”sjuka” attributen insamlades från teoretiska källor samt studerade datorspel. Utvärdering skedde genom både enkät och intervjuer, för att nå både övergripande åsikter liksom bättre förståelse till svaren. Resultatet talade för att gestaltningen via Utseende var tydligast relaterat till depression. Gestaltning genom Miljö var däremot den som deltagarna kopplade mest till en spelbar spelkaraktär. Studien behöver dock testas mer för att ge ett pålitligt resultat. Den kan också tjäna på att bli ännu mer koncentrerad, exempelvis att fokusera på Utseende för att testa olika kombinationer av attribut, etniciteter och kroppstyper.
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von, Friesendorff Rickard. "Navigering och mental representation med ljud i en icke-visuell 3D miljö." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17014.

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Denna studie tar upp forskning kring tillgänglighet inom data/tv-spel och fokuserar främst på ljudspel, en genre som särskilt uppstått för synnedsatta. Texten tar upp frågeställningen kring seende personers upplevelser av ljudspel och att kvalitativ data ska samlas in för denna studie. Metoden diskuteras och relevant forskning för denna studie nämns därefter. Genom att lyfta fram viktiga designval för genren ljudspel har en artefakt skapats dedikerad till studien. Denna artefakt består av ett enkelt spel med syfte att undersöka seende personers förmåga att navigera i en okänd 3D-miljö utan grafik, samt undersöka deras mentala representation av 3D-miljön. Undersökningen visade resultat som gav förståelse för personers upplevelse av ljudspel och hur deras mentala bild ser ut. För framtida arbeten borde även synnedsatta ta del av artefakten för att se om den mentala representationen skiljer sig mellan grupperna.
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Ananias, Eliane Farias. "Sobre as operações matemáticas e o cálculo mental." Universidade Estadual da Paraíba, 2010. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/1657.

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By carrying out a research work on the use of games in mathematical education under Piaget´s constructivist perspective, we realized that was from the XX Century which more relevant contributions appeared under teaching proposes that incorporated the use of pedagogical materials. The research work and studies of Piaget, Grando, Brenelli, Bittar and Freitas, Mendonça and Lellis, Piaget and Chomsky, Costa, Parra, Alves and Ramos based the research work in question. From this reality, the research aimed to investigate, to intervene and to analyze cognitive aspects on the construction and recall of mathematical concepts (addition, subtraction, multiplication and division) and the ability of mental calculus in the teaching and learning of Mathematics by using the Calendar and the Dominó game having the four operations as resources. The research work carried out is presented as a case study done in a public primary school in the city of Campina Grande Paraiba, with twenty five students between ten to eleven years old. The data collection was done in five moments by the classroom being the research environment. The data was analyzed by taking into account three categories which emerged from the five moments. Triangulation was the technique used in our analyses. As findings, the research work has initially shown that the students were not conscious that they were able to do mental calculus. The classroom environment itself showed to be good for knowledge construction, as the students showed interest and good during all the moments of the research. In this context, the Mental Calculus, within the developed activities with the use of the Calendar and the Dominó Game for the four operations, contributed for the students to be conducted gradually for constructed and recalled mathematical concepts within the Mathematical Operations. For seeking cognitive structures equilibration, the group work, which was not the focus of our research work, has shown to be important factor in the development of the students cognitive aspects. The research work also provoke the students teacher reflection on the use of Mental Calculus and of ludic activities in the classroom, mainly in the teaching concepts on Mathematical Operations, making her to realize improvement on the students learning process.
Ao realizar um estudo sobre o uso de jogos e a habilidade de cálculo mental na educação matemática, sob a perspectiva construtivista de Piaget, percebemos que foi a partir do século XX que apareceram as contribuições mais relevantes com propostas de ensino sobre os mesmos. Os estudos e pesquisas de Piaget, Grando, Brenelli, Bittar e Freitas, Mendonça e Lellis, Piaget e Chomsky, Costa, Parra, Alves e Ramos nortearam a pesquisa em questão. Diante desta realidade, essa pesquisa teve como objetivo investigar, intervir e analisar aspectos sobre construção e resgate de conceitos matemáticos (adição, subtração, multiplicação e divisão) e a habilidade de Cálculo Mental no ensino e aprendizagem da Matemática, utilizando o Calendário e o Jogo de Dominó com as Quatro Operações, como recursos. A pesquisa que realizamos se apresenta como um Estudo de Caso, realizado em uma escola primária da rede pública da cidade de Campina Grande - Paraíba, com vinte e cinco alunos, entre dez e onze anos. A coleta de dados se deu em Cinco Momentos, sendo o ambiente de pesquisa a própria sala de aula. Os dados foram analisados levando-se em consideração três categorias que emergiram dos Cinco Momentos. A técnica de triangulação foi utilizada em toda a análise. Como resultados, a pesquisa revelou inicialmente que os alunos não tinham consciência de que eram capazes de calcular mentalmente. O próprio ambiente sala de aula mostrou-se propício para a construção de conhecimento, uma vez que os alunos apresentaram interesse e gosto durante todos os momentos da pesquisa. Neste contexto, o Cálculo Mental, atrelado as Atividades desenvolvidas com o uso do Calendário e com o Jogo de Dominó com as Quatro Operações, contribuiu para que os alunos fossem conduzidos gradativamente a construírem e resgatarem conceitos matemáticos inerentes às Operações Matemáticas. Na busca pela equilibração das estruturas cognitivas, o trabalho em grupo, que não era foco de nossa pesquisa, mostrou ser um fator importante no desenvolvimento de aspectos cognitivos dos alunos. A pesquisa também proporcionou reflexão da professora da turma sobre a utilização do Cálculo Mental e de atividades lúdicas em sala de aula, principalmente no ensino de conceitos inerentes às Operações Matemáticas, fazendo-a perceber melhoria de aprendizagem dos alunos.
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Monteiro, José Carlos Pinto. "A Tomada de decisão do jogador distribuidor em voleibol : Estudo comparativo entre distribuidores, do sexo masculino, que participam em níveis competitivos distintos, no escalão sénior." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2000. http://dited.bn.pt:80/29288.

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Dissertação de Mestrado em Ciência do Desporto, área de especialização em Treino de Alto Rendimento Desportivo, apresentada à Faculdade de Ciências do Desporto e de Educação Física da Universidade do Porto
A tomada de decisão é, sobretudo, uma capacidade do foro perceptivo-decisional uma vez que a sua principal tarefa reside em analisar cenários situacionais, decorrentes do jogo, e, em função disso, tornar viável a opção por determinada solução. Esta capacidade surge potenciada pela experiência e pelo conhecimento do jogador.No presente estudo, tendo como referência a dimensão táctica do jogo, pretendemos, através da recolha e selecção de imagens dos jogos observados, analisar e comparar as opções decisionais de distribuidores de diferente nível competitivo. São objectivos específicos: i) comparar, em dois momentos de observação, a adequação da sua resposta táctica; ii) comparar a adequação da resposta táctica, dada pelos distribuidores, entre o momento de análise no vídeo e a efectivamente tida no jogo e iii) comparar, em relação às condições de finalização do ataque, o efeito da opção decisional da distribuição. Para o efeito, foram analisados 5 jogos da fase final do Campeonato Nacional da divisão A1 masculina e 5 jogos do Campeonato Nacional da II divisão masculina, relativos à época 1999/2000, num total de 41 sets. Daqui retiraram-se 3641 imagens e destas seleccionamos 768 que foram analisadas pelos quatro distribuidores em estudo.Utilizamos a técnica estatística não paramétrica, o teste de c2 em tabelas de contingência, para avaliar o tipo de associação entre as variáveis, e para a medida de associação o V de Cramer. O nível de significância foi mantido em 5% (p<0,05). A realização do presente estudo permitiu destacar as seguintes conclusões:ß Os distribuidores que participam em níveis competitivos distintos, não se diferenciam, de forma significativa, na consistência da resposta táctica escolhida nos dois momentos de análise;ß De uma forma geral, os distribuidores que participam num nível de jogo inferior registam, de forma significativa, uma menor concordância entre a resposta táctica escolhida e a efectivamente dada;ß Os distribuidores que participam ...
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Monteiro, José Carlos Pinto. "A Tomada de decisão do jogador distribuidor em voleibol : Estudo comparativo entre distribuidores, do sexo masculino, que participam em níveis competitivos distintos, no escalão sénior." Master's thesis, Universidade do Porto. Reitoria, 2000. http://hdl.handle.net/10216/10667.

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Dissertação de Mestrado em Ciência do Desporto, área de especialização em Treino de Alto Rendimento Desportivo, apresentada à Faculdade de Ciências do Desporto e de Educação Física da Universidade do Porto
A tomada de decisão é, sobretudo, uma capacidade do foro perceptivo-decisional uma vez que a sua principal tarefa reside em analisar cenários situacionais, decorrentes do jogo, e, em função disso, tornar viável a opção por determinada solução. Esta capacidade surge potenciada pela experiência e pelo conhecimento do jogador.No presente estudo, tendo como referência a dimensão táctica do jogo, pretendemos, através da recolha e selecção de imagens dos jogos observados, analisar e comparar as opções decisionais de distribuidores de diferente nível competitivo. São objectivos específicos: i) comparar, em dois momentos de observação, a adequação da sua resposta táctica; ii) comparar a adequação da resposta táctica, dada pelos distribuidores, entre o momento de análise no vídeo e a efectivamente tida no jogo e iii) comparar, em relação às condições de finalização do ataque, o efeito da opção decisional da distribuição. Para o efeito, foram analisados 5 jogos da fase final do Campeonato Nacional da divisão A1 masculina e 5 jogos do Campeonato Nacional da II divisão masculina, relativos à época 1999/2000, num total de 41 sets. Daqui retiraram-se 3641 imagens e destas seleccionamos 768 que foram analisadas pelos quatro distribuidores em estudo.Utilizamos a técnica estatística não paramétrica, o teste de c2 em tabelas de contingência, para avaliar o tipo de associação entre as variáveis, e para a medida de associação o V de Cramer. O nível de significância foi mantido em 5% (p<0,05). A realização do presente estudo permitiu destacar as seguintes conclusões:ß Os distribuidores que participam em níveis competitivos distintos, não se diferenciam, de forma significativa, na consistência da resposta táctica escolhida nos dois momentos de análise;ß De uma forma geral, os distribuidores que participam num nível de jogo inferior registam, de forma significativa, uma menor concordância entre a resposta táctica escolhida e a efectivamente dada;ß Os distribuidores que participam ...
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Seidler, Dustin Alan. "An Exploration of the Relationship Between Video Game Play and Posttraumatic Stress Disorder and Depression." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/theses/2077.

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Posttraumatic stress disorder (PTSD) is a debilitating mental illness that affects thousands of military service members and veterans every year. Strongly associated with PTSD are symptoms of depression, life satisfaction and physical health complaints. Playing video games has been shown in the past to reduce symptoms of PTSD, other mental illnesses, and reduce the experience of pain. The purpose of this study was to examine these relationships, specifically regarding a 3-4 hour per week duration that has been particularly beneficial to military service members in the past. Participants included n = 400 military service members or veterans who had served in a combat zone and was relatively representative of the U.S. military population. Participants completed a number of measures assessing PTSD and depressive symptoms, life satisfaction, physical health, military service, and video game play behaviors. Results indicated that no relationship exists between the duration of video game play PTSD symptoms severity, unless the PTSD symptoms were present first. A linear relationship was also noted between video game play duration and depressive symptoms. No significant relationship was observed between video game play duration and life satisfaction or physical health ailments. These findings seem to contradict some of the previous literature, though may indicate that playing video games as a utilization of an avoidance strategy could be detrimental to one’s mental health.
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16

Johan, Hellgren. "You are here. Exploring the intersection of wayfinding and presence in video games." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23613.

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This thesis project aims to contribute knowledge to the field of user experience design in games by examining the relationship between presence and wayfinding in games in order to determine how one might design wayfinding systems that simultaneously facilitate player navigation and create a sense of presence. Based on examining and comparing existing literature on wayfinding and presence in games, and by analyzing existing games that accomplish the aforementioned dual purpose, I formulate a set of hypothetical design principles for presence-creating wayfinding design. The validity of these principles is then put to test by creating and testing a digital prototype where participants are tasked with navigating a virtual space. The testing of the practical application of these principles reveals them to be largely viable, demonstrating the viability of designing wayfinding solutions for games that simultaneously facilitate presence.
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17

Monte, Washington Sales do. "Oficinando com jovens: análise de processos de atenção na experiência com jogos digitais." Universidade Federal Rural do Semi-Árido, 2014. http://bdtd.ufersa.edu.br:80/tede/handle/tede/636.

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This research analyzes the forms of attention that we can observe the experience of young people who participate in workshops of digital games in a day-care Center of Mossoró/RN. Presents the digital game as eyeshadow experience cognitive and affective changes the course of at-risk youth distress. The game while in interactive technology a reality, simulators offer creates various digital environments and, through their interfaces, can construct situations for his players, interact, producing their realities in simulations of their capable to potentialize learning processes. The central objective of the research was to analyze the ways of operation of attention processes triggered in young's experience with the digital games. We seek to follow the actions of young people in order to learn about how does the process of attention, as required to the learnings. The methodology employed was the intervention research, a qualitative research in which we observe different moments of the interaction of young people with the games in workshops. The workshops that nurture the subjects involved, oficinandos-young people-and workshop participants-master, teacher Advisor and graduate fellows-, build their own experiences and interactivity with the games. The method of cartography allowed to observe and analyze the interactions in different moments of young's experience with the digital game. As a result, realize cognitive transformations referred to the processes of attention on young people's experience with the digital games. During the trial, we were able to keep track of the modulations in times when the subject/player presents a kind of attention, moving process. In this research, the kind of attention that was present at the beginning of the experience was what is defined as voluntary attention, quite common in subjects with a high dispersion process. It is interesting to realize that that kind of attention does not work so static, because the experience of the players, in direct actions in game situation, they began to experiment with processes involving concentration, focus, distraction, anyway, show us how to walk with their learning, show us attention as a learning experience. We noticed the difference between the forms of the operating of the cognitive processes of attention (distraction, dispersion, perception, focus, concentration), processes that were present throughout the course of the experiment. It is interesting to learn that observe young people playing and the movements they perform makes us understand how they learn and cohabit in a different way, so it is always important to look, mobilising our attention to what each shows us and what they do in the collective. The method of mapping helps us learn how to monitor the movements of attention, in writing of the maps of the route. About the movements of the attention, it is possible to say that the distraction presents itself as an important process for learning, the distracted is not always someone who does not have focus. The dispersion is a process that may not favour the player when seeking a deep experience in the process. The perception presents itself differently for each of the subject/players, when they seek to interact in the environment in order to seek landed the attention in any game. Focus and concentration are happening as process and we rejoice to observe young, before pretty scattered, into shares of game showing are concentrated in phases, in plays. The research touches a delicate problem in actuality, connects with other dramas experienced by young people, when the diagnosis of inattention comes with the idea of hyperactivity and the measures of increasing medicalization of young people. At the end of this work, we feel that just started a walk and we left our contribution, to explain the dynamic movement of the processes of attention on the experience of players in a mental health setting
Esta pesquisa analisa as formas de atenção que podemos observar na experiência de jovens que participam de oficinas de jogos digitais em um Centro de Atenção Psicossocial de Mossoró/RN. Apresenta o jogo digital como experiência potencializadora de transformações cognitivas e afetivas no percurso de jovens em situação de sofrimento psíquico. O jogo enquanto tecnologia interativa, em uma proposta de simuladores da realidade, cria vários ambientes digitais e, por meio de suas interfaces, pode construir situações para que seus jogadores, interajam, produzindo suas realidades em simulações potencializadoras dos seus processos de aprendizagem. O objetivo central da pesquisa foi analisar as formas de funcionamento dos processos de atenção desencadeadas na experiência de jovens com os jogos digitais. Procuramos acompanhar as ações dos jovens de modo a aprender sobre como funciona o processo da atenção, tão requerido às aprendizagens. A metodologia empregada foi a pesquisa-intervenção, uma pesquisa qualitativa em que observamos diferentes momentos da interação de jovens com os jogos em oficinas. As oficinas oportunizaram que os sujeitos envolvidos, oficinandos – os jovens - e oficineiros – mestrando, professora orientadora e bolsistas de graduação -, construíssem suas próprias vivências e interatividade com os jogos. O método da cartografia permitiu observar e analisar as interações em diferentes momentos da experiência de jovens com o jogo digital. Como resultados, percebemos transformações cognitivas referidas aos processos de atenção na experiência de jovens com os jogos digitais. Durante a experiência, pudemos acompanhar as modulações nos momentos em que o sujeito/jogador apresenta um tipo de atenção, processo em movimento. Nesta pesquisa, o tipo de atenção que mais se fez presente no início da experiência foi o que se define como atenção voluntária, bastante comum em sujeitos que apresentam um processo de dispersão elevado. É interessante percebemos que esse tipo de atenção não funciona de modo estático, pois na experiência dos jogadores, nas ações diretas em situação de jogo, eles passam a experimentar processos que envolvem concentração, focalização, distração, enfim, nos mostram como caminham com suas aprendizagens, nos mostram a atenção como uma experiência de aprendizagem. Percebemos a diferença entre as formas do operar dos processos cognitivos da atenção (distração, dispersão, percepção, focalização, concentração), processos que estiveram presentes durante todo o percurso da experiência. É interessante aprender que observar os jovens jogando e os movimentos que realizam nos faz entender o modo como aprendem e convivem de um jeito diferente, assim, sempre é importante olhar, mobilizar a nossa atenção para o que cada um nos mostra e o que eles fazem no coletivo. O método da cartografia nos ajuda a aprender a como acompanhar os movimentos da atenção, na escrita dos mapas do percurso. Sobre os movimentos da atenção, é possível dizer que a distração apresenta-se como um processo importante para a aprendizagem, o distraído nem sempre é alguém que não tem foco. A dispersão é um processo que pode não favorecer o jogador quando busca uma experiência profunda no processo. A percepção apresenta-se de forma diferente para cada um dos sujeitos/jogadores, quando estes procuram interagir no ambiente de modo a buscar pousar a atenção em algum jogo. A focalização e a concentração passam a acontecer como processo e nos alegramos ao observar jovens, antes bastante dispersos, em ações de jogo mostrando estarem concentrados nas fases, nas jogadas. A pesquisa toca em um problema delicado na atualidade, conecta-se com outros dramas vividos pelos jovens, quando o diagnóstico da desatenção vem acompanhado pela ideia da hiperatividade e das medidas de medicalização crescente dos jovens. Ao final deste trabalho, sentimos que apenas iniciamos uma caminhada e que deixamos nossa contribuição, ao explicarmos o movimento dinâmico dos processos da atenção na experiência de jogadores em um ambiente de saúde mental
2017-03-27
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18

Madeira, João Agostinho Rodrigues. "Os guarda-redes de futebol das 1 e 2 ligas e a imaginação e visualização mental." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2002. http://dited.bn.pt:80/29618.

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19

Calixto, Alessandra Mendes. "Vamos jogar um jogo? abordagem de problemas éticos e morais no cuidado em saúde mental a usuários de substâncias psicoativas." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/104663.

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Introdução: O uso de substâncias psicoativas pode afetar o indivíduo, a família e a sociedade. Sabemos que pessoas apresentam problemas sérios relacionados ao uso ou abuso de substâncias psicoativas independente da substância, lícita ou ilícita, prescrita ou não, considerada forte ou fraca, natural ou processada. Uma vez que o desenvolvimento de um transtorno aditivo à drogas possui causas variadas e correlação complexa. Essa complexidade nos faz avaliar constantemente nossa prática em saúde a fim de apoiar os pacientes que buscam atendimento em um Serviço hospitalar. Assim, este trabalho foi elaborado a partir da demanda das pessoas que buscam tratamento, que se propõe a discutir e pensar além dos problemas causados pelo uso de SPAs, mas seus problemas éticos e morais. Problemas identificados pelo próprio sujeito no seu processo de recuperação da função social, na relação com as pessoas próximas, na administração dos riscos para si mesmo e outros, dentre outros aspectos considerados importantes para mudança do estilo de vida. Fundamentação Teórica: Para a compreensão destes problemas apontados pelo grupo dialogamos na área das ciências sociais com Anthony Giddens e Alex Honneth, na área de saúde mental e Tratamento Congnitivo Comportamental Griffith Edwards, Rangé; na área de grupoterapia Sobell e Yallon; para compreender o desenvolvimento moral e comportamental Jean Piaget, Hoffman e Émile Durkheim, a interface da bioética com Potter. Objetivo: desenvolver um jogo de cartas que exemplifique situações rotineiras que se constituem problemas éticos e conflitos morais, vivenciados pelos pacientes quanto às regras básicas de convivência social antes e durante a internação. Métodos: Foi realizado um levantamento dos Descritores da biblioteca virtual em Saúde (BVS): Card Games, Moral Development, Principle-Based Ethics, Adaptation, Psychological; Drug Users, Behavior Therapy, Game Theory, após foram feitas buscas bibliográficas nas bases Medline, Lilacs, NIDA (National Institute on Drug Abuse), ABEAD (Associação Brasileira de Estudos de Álcool e outras Drogas), PubMed, Scielo, ADDICTION e ISI. O delineamento do estudo é qualitativo realizado por meio de consulta em prontuário, entrevistas semi-estruturadas individuais, grupos focais e diário de campo. As sentenças que representam os problemas éticos e morais foram, adaptados do Jogo Sem- Censura: uma questão de princípios. Os dados coletados foram correlacionados com as Regras de Convivência anteriormente elaboradas em oficinas pelos próprios pacientes em conjunto com a equipe. O estudo do material se deu a partir de operação de codificação - recorte dos textos em unidades de registro: um tema. Os resultados brutos foram submetidos a operações estatísticas simples (percentagens) que permitem colocar em relevo as informações obtidas, sendo utilizado o sistema N-vivo. Resultados: Consideramos que houve envolvimento e adesão do grupo na elaboração das sentenças do jogo de cartas. Durante a elaboração do jogo avaliamos que o processo foi rico, lúdico e de simples aplicação para reflexão dos problemas enfrentados na convivência social além dos parâmetros morais do grupo e seus referenciais éticos. A contribuição desta intervenção foi à instituição da cultura em refletir sobre os conflitos éticos e morais identificados pelos pacientes ao longo da sua vida para além dos problemas de convivência na internação. Os problemas identificados pelo grupo foram: a difícil relação com figuras de autoridade (pai, mãe, professor...), preconceito de gênero, percepção de naturalização do crime e a baixa empatia pelas outras pessoas.
Introduction: The use of psychoactive substances can affect the individual, family and society. We know that people have serious problems related to the use or abuse of psychoactive substances regardless of the substance, legal or illegal, prescribed or not, considered strong or weak, natural or processed. Once the development of a disorder, drug additive have different causes, complex correlation. This complexity makes us constantly evaluate our practice in health care to support patients who seek care in a hospital service. This work was developed from the demand of people seeking treatment, which aims to discuss and think beyond the problems caused by the use of PAS, but its ethical and moral problems. Problems identified by the subject in the process of recovery of social function, in relation to people nearby, in managing the risks to yourself and others, among other aspects considered important to change lifestyle. Theoretical Rationale: To understand these problems identified by the group dialogued in the social sciences with Anthony Giddens and Alex Honneth, in the area of mental health and behavioral treatment Congnitivo Griffith Edwards, Rangé; in the area of group therapy and Sobell Yallon; to understand the moral and behavioral development Jean Piaget, Hoffman and Émile Durkheim, the interface of bioethics with Potter. Objective: To develop a card game that exemplifies routine situations that are ethical problems and moral conflicts experienced by patients as the basic rules of social interaction before and during hospitalization. Methods: A survey of Descriptors Virtual Health Library (VHL) was conducted: Card Games, Moral Development, Principle-Based Ethics, Adaptation, Psychological; Drug Users, Behavior Therapy, Game Theory, after literature searches were performed in Medline, Lilacs, NIDA (National Institute on Drug Abuse), ABEAD (Brazilian Association of Studies on Alcohol and other Drugs), PubMed, SciELO, ISI and ADDICTION. The study design is qualitative try been held consultations in medical records, individual field diary semi-structured interviews, and focus groups. Sentences that represent the ethical and moral problems were adapted from Game No- Censorship: a matter of principles. The collected data were correlated with the Rules of Coexistence previously developed in workshops by patients in conjunction with the team. The study material was made from the codification - clipping of text in log units: a theme. The raw results were subjected to simple statistical operations (percentages) that allow you to put in relief the information obtained, the N-vivo system being used. Results: We consider that there was involvement and membership of the group in preparing the sentences of the card game. During the development of the game evaluate the process was rich, playful and simple application to reflection of the problems in social life beyond the moral parameters of the group and its ethical frameworks. The contribution of this intervention was the establishment of the culture to reflect on the ethical and moral conflicts identified by patients throughout their lives beyond the problems of coexistence in the hospital. The problems identified by the group were: a difficult relationship with authority figures (father, mother, teacher ...), gender bias, naturalization perception of crime and low empathy for others.
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Rothberg, Nicole. "A less monstrous mirror : Creating empathetic, likeable, and accurate mentally ill characters in computer games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15554.

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This study is about possibilities for improving representation of mentally ill characters in roleplaying computer games. The areas of improvement are empathy for the characters by the players, enjoyment of the game by players, and more accurate depictions of mental illness in computer games. The qualitative study created three unique character concepts, each with two backstories/game concepts, and interviewed respondents on the three aforementioned areas. The research focused on common stereotypes held in modern society and the history of these embedded beliefs, as well as what mental illness really looks like and how negative stereotypes affect an audience. The research also covers current representation of mental illness in video games and analyses their depictions. The study concludes that stereotypes about mentally ill people are harmful, and that accurate and empathetic representations of mentally ill characters in video games should begin with detailed research and respect for the issue at hand.
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Simões, Paulo Jorge dos Santos Nunes Valente. "Imagética em natação-contributo para a construção de um plano de prova mental para os 100 metros crol." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 2001. http://dited.bn.pt:80/29354.

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22

Dudoit, Josette M. K. "Analysis of health promotion data obtained during the 2008 Indiana Special Olympics Games a comparison of Indiana and non-Indiana data /." Muncie, Ind. : Ball State University, 2009. http://cardinalscholar.bsu.edu/648.

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23

Silva, Carla Cilene Baptista da. ""O lugar do brinquedo e do jogo nas escolas especiais de educação infantil"." Universidade de São Paulo, 2003. http://www.teses.usp.br/teses/disponiveis/47/47131/tde-18092003-175503/.

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O presente trabalho buscou investigar o brincar de crianças com deficiência mental em escolas especiais de educação infantil. Para tanto, teve por objetivos: identificar os jogos e brinquedos disponíveis e mais utilizados; investigar como essas atividades eram realizadas e, por fim, investigar também a concepção sobre o brincar e seu significado, atribuído pelas professoras. Participaram da pesquisa 15 professoras de educação especial, de 5 escolas especiais da cidade de Campinas. Foi utilizado um questionário check-list para identificar a disponibilidade e a freqüência de uso dos materiais lúdicos. Posteriormente, foram realizadas entrevistas semi-estruturadas para verificar como esses materiais eram utilizados e investigar a concepção e a importância do brincar entre as professoras. O referencial teórico deste trabalho reportou-se a autores como Itard, Séguin e Decroly, que representam as origens desta prática na educação especial, pois desenvolveram métodos e técnicas utilizando-se de jogos nas suas variadas acepções, aplicando-os a crianças deficientes mentais. Baseia-se também nos trabalhos sobre o jogo na educação e no desenvolvimento infantil, tendo como referência teórica Vygotsky, Leontiev e a perspectiva sócio-cultural representada por Brougère. A análise e a discussão dos resultados encontrados permitiram a formulação de algumas reflexões sobre a utilização de jogos e brincadeiras na prática educacional com crianças deficientes mentais. Por fim, buscou-se contribuir para a valorização das capacidades dessas crianças, sugerindo alternativas de reorganização das estratégias de ação dos professores e de outros profissionais da área, com base em uma perspectiva lúdica.
The present work tried to investigate the playing of mentally disabled children at special schools of child education. To do so, we aimed to identify the most used games and toys available, investigate how these activities were carried out, and, finally, also investigate the conception of playing and its meaning, according to teachers. Fifteen special education teachers in five special schools in the city of Campinas participated in the research. A check-list questionnaire was used to identify the availability and the frequency of use of materials. Later, semi-structured interviews were performed to verify how these playful materials were used and to investigate the conception and the importance of playing to the teachers. The theoretical reference of this work goes back to authors such as Itard, Séguin and Decroly, who developed methods and techniques using games in their different senses, applicable to mentally disabled children and which represent the origins of this practice in special education. It is also based on the works about playing in child education and development, theoretically referring to Vygotsky, Leontiev and the social-cultural perspective, represented by Brougère. The analysis and the discussion of the found results have allowed the formulation of some reflections about the use of games and playing in the educational practice with mentally disabled children. Finally, we tried to contribute to the appreciation of the skills of such children, suggesting alternatives to the reorganization of the action strategies by teachers and other professionals in the area, based upon a playful perspective. RÉSUMÉ SILVA, Carla Cilene Baptista da. La place du jeu et du jouet dans les écoles spéciales d’éducation infantile. São Paulo, 2003. 185p. Thèse Doctorat. Institut de Psychologie, Université de São Paulo. Ce travail a cherché à comprendre le jeu d’enfants handicapés dans des écoles spéciales d’éducation infantile. Pour ce faire, il a eu trois buts: identifier les jeux et les jouets disponibles et plus utilisés; découvrir comment ces activités étaient réalisées et aussi examiner la conception sur l’acte de jouer et sa signification, selon les professeurs. Quinze professeurs d’éducation spéciale, appartenant à cinq écoles spéciales de la ville de Campinas, ont participé de cette recherche. Un questionnaire chest-list a été employé pour identifier la disponibilité des matériels ludiques et la fréquence de leur usage. Dans la suite, des interviews semi-structurées ont été faites pour vérifier comment ces matériels ont été utilisés et pour découvrir l’importance de l’acte de jouer pour les professeurs. Le référentiel théorique de ce travail se base sur des auteurs tels que Itard, Séguin et Decroly, qui ont développé des méthodes et des techniques où les jeux sont utilisés dans leurs plus diverses acceptions, les mettant en pratique avec des enfants handicapés mentaux et qui représentent l’origine de cette pratique dans l’éducation spéciale. Nous nous sommes aussi fondés sur les travaux à propos du jeu en éducation et dans le développement infantile, prenant comme référence théorique Vygotsky, Leontiev et la perspective socio-culturelle représentée par Brougère. L’analyse et la discussion des résultats obtenus ont permis la formulation de quelques réflexions sur l’utilisation de jouets et des jeux d’enfants dans la pratique éducationnelle auprès des enfants handicapés mentaux. Enfin, on a cherché à contribuer à la valorisation des capacités de ces enfants, ainsi on suggère des alternatives de re-organisation d’action des professeurs et d’autres professionnels du secteur, s’appuyant sur une perspective ludique.
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24

Sobrosa, José Francisco Gomes. "Comportamentos de liderança e objectivos de realização no andebol-estudo em atletas e treinadores do desporto escolar e do desporto federado." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2002. http://dited.bn.pt:80/29595.

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25

Mitrofan, O. "Understanding associations between exhibited aggression and aggression seen on television and in video games in children with behavioural and emotional difficulties, attending specialist outpatient mental health services." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/49063/.

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The possibility that seeing aggression on television and in video games might cause aggression in children is a public health concern. A systematic review found insufficient, contradictory and methodologically flawed evidence regarding this association in children with behavioural and emotional difficulties. It indicated the complexity of the subject, along with numerous gaps in knowledge. There are few studies based in clinical settings. This thesis reports a mixed methods pilot study that explored possible associations between aggression seen on television and in video games and reported aggression in children attending specialist outpatient Child and Adolescent Mental Health Services (CAMHS). Forty-seven children aged 7-11 years with behavioural and emotional difficulties, attending CAMHS, and their carers participated in a survey. Twenty children were purposively selected; they and a parent/carer participated in semi-structured interviews, which were analysed using the Framework Analysis Approach. Quantitative findings indicate that children exhibit various types of aggression, of varying frequency and severity. Qualitative findings reveal that children see aggression in multiple real and virtual settings. Children do not think their own behaviour is influenced by seeing aggression. Carers regard aggression as the result of a combination of inner and environmental factors, amongst which seeing aggression in real life has more impact than television/video games. Verbal aggression is often seen in real and virtual settings, frequently exhibited and strongly associated with poor peer relationships and low prosocial behaviour. There is currently no definitive proof of any association between seeing aggression on television and in video games and exhibited aggression in such children. This thesis makes suggestions for the undertaking of and methodology for future research, tackling the challenges of researching this field and hard to reach population. Carers, professional organisations and policy makers should consider the role of aggression, particularly verbal, that children see in both real and virtual environments.
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Godinho, João Alberto Candeias. "Contribuição do treino mental de imagética e modelação por computador no treino da marcação de grandes penalidades no futebol." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 2001. http://dited.bn.pt:80/29339.

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Ferreira, Carlos Jorge Mangas. "Conhecimento declarativo no futebol-estudo comparativo em praticantes federados e não federados, de escalão de sub-14." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto, 1999. http://dited.bn.pt:80/29106.

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Miragaia, Carlos Manuel Pessoa. "Conhecimento declarativo e tomada de decisão em futebol-estudo comparativo da exactidão e do tempo de resposta de futebolistas seniores pertencentes a equipas da I, II liga e 2 divisão "B"." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2001. http://dited.bn.pt:80/29415.

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Pacheco, João Nuno Outor. "Optimização de competências psicológicas em árbitros de futebol-regulação da atenção : concentração, atenção distribuída, estilos atencionais." Master's thesis, Instituições portuguesas -- UTL-Universidade Técnica de Lisboa -- -Faculdade de Motricidade Humana, 1999. http://dited.bn.pt:80/29083.

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30

Bergqvist, Emil. "Spatial orientation & imagery : What are the gender differences in spatial orientation and mental imaging when navigating a virtual environment with only auditory cues?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11270.

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This thesis analyses the gender differences in spatial orientation and mental imagery when navigating a virtual environment with only auditory cues. A prototype was developed for an iPod Touch device to evaluate possible gender difference in performance of orientation. A sketch map task was conducted to externalize the participants’ mental representation they achieved from the environment. Questionnaires were used to collect data on previous video game experience, spatial orientation self-assessment and spatial anxiety. A post-interview was conducted to gather qualitative information from the participants on how they experienced the experiment and to collect some background about them. In total, 30 participants (15 females, 15 males) with tertiary education participated in the experiment. The result indicates that there are gender differences in time to complete the tasks in the virtual environment. In the sketch map task, there were no gender differences in how well they sketch and externalize their mental representation of the environment. The post-interview showed tendencies that there are possible gender differences in vividness of mental imagery.
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Ignatovskaja, Julija. "Intelekto sutrikimus turinčio vaiko emocinė raida didaktinio žaidimo metu." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2008. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20080924_174411-54295.

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Didaktiniai žaidimai vaidina svarbų vaidmenį, siekiant pamoką padaryti įdomesne, didinant mokinių motyvaciją dalyvauti mokymosi procese. Pedagoginėje literatūroje ir mokslinėje bei mokyklinėje praktikoje jau daugelį metų diskutuojama apie šio metodo taikymo mokyme galimybes. Žaidimo tinkamumą mokymui savo pasisakymuose minėjo Platonas ir Aristotelis. Mokslinėje literatūroje, pedagoginėje publicistikoje plačiai aptariamas didaktinių žaidimų naudojimas mokymosi procese. Mokslininkai, pedagogai praktikai (Montessori M., 2004, Pokrovskis A., 1994, Grinevičienė N., 2002, Kontautienė Z.,1978 ir kt.) nagrinėja didaktinių žaidimų panaudojimo galimybes ugdant skirtingo amžiaus vaikus, aiškinasi šio metodo naudojimo privalumus skirtingų dalykų pamokose. Tačiau iki šiol mažai nagrinėtas didaktinių žaidimų, skirtų padėti intelekto sutrikimus turinčių vaikų jausmų bei emocijų pažinimui. Vaiko emocinio vystymosi problema - viena iš aktualių problemų psichologijoje. Poddiakov A. N. (2000) (Поддьяков) savo darbe teigia, kad įvairiausių mokslininkų darbuose (Henderson B., Keller H., Rotenberg V. C. ir kt.) įrodyta, kad emocijų susiformavimo jų gausos ir diferenciacijos lygis priklauso nuo pažintinių procesų kokybės: pojūčių, jausmų suvokimo, atminties, mąstymo, motyvacijos pobūdžio bei valingu procesų būklės. Darbo objektas: protiškai atsilikusio vaiko emocinė raida didaktinio žaidimo metu, užtikrinus atitinkamas pedagoginės sąlygas. Darbo tikslas – išanalizuoti didaktinių žaidimų... [toliau žr. visą tekstą]
This master thesis consists of two papers devoted to emotional development of the child during didactic games. The first paper investigates theoretical substantiation of the problem. It discusses the roles of didactic games in child’s emotional development. The article deals with the general construct of disability, and the use of the term intellectual disability. The second paper presents results of experimental work. Experiment passed in three stages: Ascertaining stage of experiment - have revealed a degree of emotional development of children leaning on a condition of empathy. Distribution of children in groups has been lead on the basis of allocated levels of empathy by V. Мegedev (1996). Forming stage – was used system of didactic games. Control stage lean on the same methods, as at the first stage. At this stage we seek to reveal influence didactic games on emotional development of the children. Results of an experimental research convince us of that, didactic games influence not only emotional development of children, but also on development of the person as a whole. Thus, under influence of a purposeful management in didactic games children with mental disabilities have an emotional progress more intensively.
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Souza, Ericarla de Jesus. "O uso de jogos e simulação computacional como instrumento de aprendizagem : campeonato de aviões de papel e o ensino de hidrodinâmica." Universidade Federal de Sergipe, 2015. https://ri.ufs.br/handle/riufs/5148.

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This work presents a proposal to jointly use educational games, experimental activities and computer simulations using the Modellus software in teaching as teaching-learning technique of physics content in general. The content addressed in this work is the hydrodynamics and its application in the physical concepts involved in flying aircraft. The survey was conducted with students of the second year of high school in two public schools. We use a didactic sequence using own teaching materials, whose material was guided by low-cost experiments. We use as a motivating theme a paper airplane championship held in two stages. In the first meeting within the school itself and the last meeting in a dispute between the two schools carried out in the UFS. The theoretical framework is based on the theory of mental models of John Laird and in the theory of meaningful learning of Ausubel, so that the evaluations of previous knowledge of the students were made through evaluation of test type questionnaire. Learning content is reinforced through the use of computer simulation using the software Modellus. The students´ evaluation was made with the use of educational games: crosswords, word searches and games of the seven errors. The assessment was carried out by applying questions of the type alternative conceptions, which was applied at the beginning and end of each activity in the instructional sequence. The results were evaluated in qualitative and quantitative way, comparing student performance before and after the application of instructional sequence. The results indicate that the use of educational games, experimental activities and the software complement each other providing motivation to students, as well as, in most cases, meaningful learning and increased in interest in the subject of Physics.
O presente estudo realiza uma proposta de se utilizar conjuntamente jogos educacionais, atividades experimentais e simulações computacionais usando o software Modellus como técnica de ensino-aprendizagem de conteúdos de Física no ensino médio. Neste trabalho, o conteúdo abordado é o de hidrodinâmica e sua aplicação nos conceitos físicos envolvidos no voo de aviões. A pesquisa foi realizada com a participação de estudantes da segunda série do ensino médio de duas escolas da rede pública. Utilizamos uma sequência didática a partir de um material didático próprio, previamente elaborado a partir de textos disponíveis em diversos meios como sites, livros, artigos etc. Como tema motivador realizou-se um campeonato de avião de papel realizado em dois momentos: no primeiro encontro, dentro da própria escola, e no último encontro em uma disputa entre as duas escolas, realizado na UFS. O referencial teórico se baseia na teoria dos Modelos Mentais de Johnson-Laird e na teoria da aprendizagem significativa de Ausubel. As avaliações dos conhecimentos prévios dos alunos foram realizadas através de questões como por exemplo, retiradas de vestibulares ou de livros. Reforçava-se o aprendizado do conteúdo através do uso de simulação computacional usando o software Modellus. A avaliação das atividades dos alunos foi feita com o uso de jogos didáticos: cruzadinhas, caça palavras e jogos dos sete erros. Realizou-se a avaliação do projeto através da aplicação de questões do tipo concepções alternativas, que era aplicada no início e no final de cada atividade na sequência didática. Os resultados foram avaliados na forma quali-quantitativa, comparando-se o desempenho dos estudantes antes e depois da aplicação da sequência didática. Os resultados indicam que o uso dos jogos educacionais, atividades experimentais e o software se complementam, proporcionando motivação aos alunos, como também, em sua maioria, uma aprendizagem significativa e aumento no interesse pela disciplina de Física.
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Fartura, Ricardo Jorge Fernandes Maia Henriques, and António José Serôdio Fernandes. "O local do jogo como um factor determinante do sucesso em basquetebol." Thesis, Instituições portuguesas -- UTAD-Universidade de Trás-os-Montes e Alto Douro -- -Área de Ciências Humanas e Sociais -- -Departamento de Desporto, 2000. http://dited.bn.pt:80/29186.

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Costa, João Carlos Viana Cunha. "Inteligência geral e conhecimento específico no Futebol : Estudo comparativo entre inteligência geral e o conhecimento específico em jovens federados de diferentes níveis competitivos." Master's thesis, Universidade do Porto. Reitoria, 2001. http://hdl.handle.net/10216/9930.

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Dissertação de Mestrado em Ciência do Desporto, área de especialização em Desporto para Crianças e Jovens, apresentada à Faculdade de Ciências do Desporto e de Educação Física da Universidade do Porto
A investigação actual vem realçando a importância dos processos cognitivos nas acções realizadas no âmbito dos Jogos Desportivos Colectivos, em virtude das características complexas da sua intervenção. Entre os requisitos considerados fundamentais, o conhecimento específico da modalidade parece possuir um peso importante na performance desportiva. Contudo, a existência dum elevado nível de conhecimento poderá não garantir uma elevada prestação, se os caminhos de circulação de informação não estiverem optimizados e se o jogador não for capaz de adaptar e reordenar a sua intervenção em cada momento de jogo.No âmbito da avaliação do conhecimento específico em Jogos Desportivos Colectivos, os protocolos têm privilegiado, simultaneamente, a análise da prontidão e da qualidade da resposta, através de inquéritos de resposta múltipla.No presente estudo pretende-se analisar e comparar a forma como a inteligência geral dos jogadores de Futebol e o seu conhecimento específico do jogo se relacionam. Mais especificamente, pretende-se: avaliar e comparar a Inteligência geral e o conhecimento específico do jogo em jovens praticantes de Futebol segundo os respectivos estatutos posicionais e nível competitivo; e contrastar a percepção do treinador, face à capacidade de decisão e ao conhecimento específico do jogo dos seus jogadores, com os resultados obtidos pelos seus jogadores nos testes de inteligência geral e do conhecimento específico do jogo.Para tal, foram utilizados o teste de atenção de Toulouse-Piéron, o teste das figuras Idênticas de Thurstone e as Matrizes Progressivas de Raven, para avaliar os processos cognitivos gerais dos jovens Futebolistas, bem como o protocolo de avaliação do conhecimento específico do jogo construído por Mangas (1999) e aperfeiçoado por Correia (2000). Estes instrumentos foram aplicados a uma amostra de 44 praticantes federados de futebol de diferentes níveis competitivos, com uma média de idades de 16.00±0.53 para o grupo de nível competitivo ...
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Segars, Tara. "8-Bit Hunger." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1619176909244462.

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36

Costa, João Carlos Viana Cunha. "Inteligência geral e conhecimento específico no Futebol : Estudo comparativo entre inteligência geral e o conhecimento específico em jovens federados de diferentes níveis competitivos." Dissertação, Universidade do Porto. Reitoria, 2001. http://hdl.handle.net/10216/9930.

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Dissertação de Mestrado em Ciência do Desporto, área de especialização em Desporto para Crianças e Jovens, apresentada à Faculdade de Ciências do Desporto e de Educação Física da Universidade do Porto
A investigação actual vem realçando a importância dos processos cognitivos nas acções realizadas no âmbito dos Jogos Desportivos Colectivos, em virtude das características complexas da sua intervenção. Entre os requisitos considerados fundamentais, o conhecimento específico da modalidade parece possuir um peso importante na performance desportiva. Contudo, a existência dum elevado nível de conhecimento poderá não garantir uma elevada prestação, se os caminhos de circulação de informação não estiverem optimizados e se o jogador não for capaz de adaptar e reordenar a sua intervenção em cada momento de jogo.No âmbito da avaliação do conhecimento específico em Jogos Desportivos Colectivos, os protocolos têm privilegiado, simultaneamente, a análise da prontidão e da qualidade da resposta, através de inquéritos de resposta múltipla.No presente estudo pretende-se analisar e comparar a forma como a inteligência geral dos jogadores de Futebol e o seu conhecimento específico do jogo se relacionam. Mais especificamente, pretende-se: avaliar e comparar a Inteligência geral e o conhecimento específico do jogo em jovens praticantes de Futebol segundo os respectivos estatutos posicionais e nível competitivo; e contrastar a percepção do treinador, face à capacidade de decisão e ao conhecimento específico do jogo dos seus jogadores, com os resultados obtidos pelos seus jogadores nos testes de inteligência geral e do conhecimento específico do jogo.Para tal, foram utilizados o teste de atenção de Toulouse-Piéron, o teste das figuras Idênticas de Thurstone e as Matrizes Progressivas de Raven, para avaliar os processos cognitivos gerais dos jovens Futebolistas, bem como o protocolo de avaliação do conhecimento específico do jogo construído por Mangas (1999) e aperfeiçoado por Correia (2000). Estes instrumentos foram aplicados a uma amostra de 44 praticantes federados de futebol de diferentes níveis competitivos, com uma média de idades de 16.00±0.53 para o grupo de nível competitivo ...
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37

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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38

Jäderkvist, Henrik, and Jonsson Johannes Byman. "Spelar det någon roll? : Äventyrsrollspel som behandlingsmetod för personer med psykisk ohälsa och autismspektrumtillstånd." Thesis, Högskolan i Gävle, Socialt arbete, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-32697.

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I denna uppsats undersöks användningen, användbarheten, samt för- och nackdelar medäventyrsrollspel som behandlingsform vid psykisk ohälsa och autismspektrumtillstånd.För att studera detta har vi genomfört en kvalitativ intervjustudie med verksammapraktiker. Resultatet visar att behandlingens struktur är liknande för olika klientgrupperäven om behandlingsfokuset kan skilja sig beroende på klientens problematik.Återkommande teman är användandet av fantasin som verktyg vid behandling,äventyrsrollspelet som ramverk, social träning samt möjligheten till personligutveckling vilket är positiva aspekter av behandlingen. Dock är behandlingen begränsadför individer med vissa typer av problematik och skulle därmed fungera bättre som enkompletterande terapi. Den har även högt ställda kompetenskrav på behandlare som villanvända metoden. I diskussionen använder vi symbolisk interaktionism som teoretisktramverk för att tolka resultatet.
This study explores the usage, applications, as well as the pros and cons of utilizingtabletop role-playing games as a method of therapy for individuals with mental illnessand autism spectrum disorder. Qualitative interviews were conducted with practitionerswho apply the method. The result shows that the method is structured similarly fordifferent client groups while treatment focus changes according to individual diagnoses.Some recurring themes were: fantasy as a tool for therapy, the tabletop role-playinggame framework, social training, and possibility for personal growth which are allpositive aspects of the treatment. However, the treatment has limitations when used onindividuals with certain types of mental health problems and would instead work betteras a complementary treatment. However, a high level of competence is required forpractitioners who wish to utilize the method. In the discussion we seek to answer ourexplored issues through a symbolic interactionist theoretical standpoint.
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Rossi, Maria Lucia. "Jogo terapêutico computadorizado na terapia com crianças." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/5/5142/tde-12052015-103032/.

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Introdução: A psicoterapia infantil mediada com o computador pode tornar os pacientes mais colaborativos e motivados, diminuir o estigma de ir à terapia, aproximar e melhorar a relação com o terapeuta, facilitar a compreensão de conceitos terapêuticos fundamentais dentro da abordagem cognitivo-comportamental, melhorando suas habilidades de resolução de problemas além de estruturar as sessões de terapia. Objetivo: Criar um protocolo computadorizado para tratamento psicoterápico de crianças denominado Projeto Transformador. Avaliar o projeto para saber de sua viabilidade e utilidade como instrumento terapêutico. Método: Foram realizados dois estudos, um com as crianças e outro com os terapeutas. Os dois estudos foram abertos e utilizaram métodos quantitativos e qualitativos. O primeiro ensaio (A), foi realizado com 10 crianças com transtornos de ansiedade, que responderam a escalas de avaliação e a questionários. No segundo estudo (B), 12 terapeutas usaram o Projeto Transformador em sua prática clínica e sua experiência foi ouvida e analisada. Resultados: Os dados coletados mostraram que as crianças e os terapeutas ficaram satisfeitos com o programa computadorizado Projeto Transformador e este mostrou-se útil motivando a execução de um ensaio clínico randomizado
Introduction: Computer-mediated child psychotherapy can make patients more collaborative and motivated, decrease the stigma of going to therapy, closen and improve the relationship with the therapist, facilitate the understanding of fundamental therapeutic concepts within the cognitive-behavioral approach, improving their problem solving skills, as well as structure therapy sessions. Objective: To create a computerized protocol for psychotherapeutic treatment of children called Projeto Transformador. To assess the project\'s feasibility and usefulness as a therapeutic instrument. Method: Two studies were performed, one with children and one with therapists. Both studies were open and used quantitative and qualitative methods. The first study (A) was conducted with ten children with anxiety disorders who responded to evaluation scales and questionnaires. In the second study (B), twelve therapists used Projeto Transformador in their clinical practice and their experiences were heard and analyzed. Results: The data collected showed that both children and therapists were satisfied with the computerized program Projeto Transformador and that the program proved to be useful, motivating the implementation of randomized clinical tests
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Azevedo, Nairton Sakur de. "O Estresse psicológico no futebol de campo: um estudo com atletas do gênero masculino, da cidade do Recife - Pernambuco - Brasil." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2001. http://dited.bn.pt:80/29535.

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Azevedo, Nairton Sakur de. "O Estresse psicológico no futebol de campo: um estudo com atletas do gênero masculino, da cidade do Recife - Pernambuco - Brasil." Master's thesis, Universidade do Porto. Reitoria, 2001. http://hdl.handle.net/10216/9824.

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42

Sterckx, Joel, and Kristian Repo. "Lek eller allvar? En roligare behandling : Bordsrollspel som behandlingsmetod och social färdighetsträning." Thesis, Jönköping University, HHJ, Avd. för socialt arbete, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53022.

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I denna studie undersöks hur bordsrollspel kan användas i en behandlingskontext. För att studera detta har vi genomfört en kvalitativ studie av verksamma utövares medverkan i podcaster och panelsamtal uppladdade på Youtube där de berättar om metoden. Resultatet visar att bordsrollspel används i två, delvis överlappande, syften: social färdighetsträning och behandling av psykisk ohälsa. Bordsrollspel beskrivs som en social aktivitet med många inneboende positiva följder för spelaren, exempelvis ökad samarbetsförmåga, perspektivtagande och känsloreglering. När aktiviteten leds av en tränad behandlare kan spelet användas för att nå uttalade terapeutiska mål. Detta ställer emellertid stora krav på spelledaren som behöver ha god kännedom om både behandling och spelet. Behandlingen riktar sig främst till ungdomar med svårigheter med socialt samspel, men den har också potential att användas med vuxna klienter. För att diskutera materialet har ett symbolisk interaktionistiskt perspektiv använts.
This study examines how tabletop role-playing games (TTRPGs) can be used as an intervention. We have conducted a qualitative study of practitioners' participation in podcasts and panel discussions published on Youtube where they talk about TTRPGs as an intervention. The results demonstrate how TTRPGs are utilized with two, partially overlapping purposes: social skills training and treatment for mental health conditions. TTRPGs are described as a social activity with a number of inherent benefits for the player, such as increased collaboration skills, perspective-taking and emotional regulation. Whilst being led by a trained professional the game can be used as a tool to reach defined therapeutic goals. This, however, requires the game master to be well-versed in both the role of therapist as well as game master. The intervention studied is primarily used with adolescents struggling with social interactions, but also has potential to be used with adult clients. To discuss the results a symbolic interactionist perspective has been used.
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43

Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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44

Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

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Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.
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Svensson, Peter. "Ordförrådsutveckling vid digitalt spelande : En pilotstudie av Sweet City som undervisningsmoment ur ett andraspråksperspektiv." Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-62478.

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The purpose of this study, in the research field of Swedish as a second language, is to investigate whether a connection between form and meaning is established in the pupils’ receptive vocabulary when they play the video game Sweet City in pairs. Two subsidiary purposes are to see whether the use of language scaffolding in the video game affects an vocabulary acquisition and how the situation around the vocabulary tests worked out. The vocabulary change was measured through a pre-test and an instant after-test, hence the focus on the connection between form and meaning. The method was based on Schmitts’ (2010) principles of testing vocabulary change. Because the group was small, with only nine participants, a more qualitative approach was necessary and a discrepancy framework was developed and used to rule out participants’ guessing of target words. The findings show that seven of nine participants had an increase of two to four new words in the connection between form and meaning. Further, the results hint that a use of the video game’s language scaffolding gives a positive effect if used extensively. The discrepancy framework further showed that some participants had guessed extensively in the vocabulary tests, which could have been an effect of a long day of material collection and a desire to get a higher test result.
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Lo, Charmaine B. "The Effects of Family and Social Engagement on the Screen Time of Youth with Developmental Disabilities: A Dissertation." eScholarship@UMMS, 2013. https://escholarship.umassmed.edu/gsbs_diss/658.

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Developmental disabilities (DEVDIS) such as attention deficit hyperactivity disorder (ADHD), autism spectrum disorders (ASD), developmental delay (DD), and learning disabilities, affect 14% of US youth, who also experience higher rates of obesity, approximately 19%, than youth without these conditions. Screen time is a risk factor for obesity, though it is not well-studied among youth with developmental disabilities. Youth with developmental disabilities experience challenges with learning, have underdeveloped social skills, and problematic behaviors. These predispositions can often result in peer rejection. The resulting social isolation may make these youth particularly vulnerable to engaging in solitary activities such as screen time. The objectives of this dissertation were to compare screen time rates among youth with developmental disabilities to typically developing youth and to examine the associations between social and family engagement with screen time among youth with developmental disabilities. Data from the 2007 National Survey of Children’s Health (NSCH), a national cross-sectional study that assesses the physical and emotional health of US children (N = 91,642), were used. Youth 6-17 years, with ADHD (n = 7,024), ASD (n = 1,200), DD (n = 3,276), LD (n = 7,482), and without special health care needs (n = 44,461) were studied. Unadjusted analyses found that children with DEVDIS engage in higher rates of screen time than youth without special health care needs. For youth with DEVDIS who were medicated for their ADHD, these associations attenuated. Thus ADHD symptoms, a common comorbidity across developmental disabilities, drove associations between the other developmental disabilities and screen time. Across all developmental disability groups, television in the bedroom was a significant screen time risk factor in both children and adolescents. Among children with ADHD, additional screen time risk factors included lack of caregiver knowledge of the child’s friends and any social engagement outside of the household. Among adolescents with ADHD, additional screen time risk factors included lower frequency that caregiver attends adolescent’s events and sport social engagement. Findings of this dissertation elucidate modifiable screen time risk factors that could potentially be adapted to decrease screen time among youth with developmental disabilities.
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Lo, Charmaine B. "The Effects of Family and Social Engagement on the Screen Time of Youth with Developmental Disabilities: A Dissertation." eScholarship@UMMS, 2005. http://escholarship.umassmed.edu/gsbs_diss/658.

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Developmental disabilities (DEVDIS) such as attention deficit hyperactivity disorder (ADHD), autism spectrum disorders (ASD), developmental delay (DD), and learning disabilities, affect 14% of US youth, who also experience higher rates of obesity, approximately 19%, than youth without these conditions. Screen time is a risk factor for obesity, though it is not well-studied among youth with developmental disabilities. Youth with developmental disabilities experience challenges with learning, have underdeveloped social skills, and problematic behaviors. These predispositions can often result in peer rejection. The resulting social isolation may make these youth particularly vulnerable to engaging in solitary activities such as screen time. The objectives of this dissertation were to compare screen time rates among youth with developmental disabilities to typically developing youth and to examine the associations between social and family engagement with screen time among youth with developmental disabilities. Data from the 2007 National Survey of Children’s Health (NSCH), a national cross-sectional study that assesses the physical and emotional health of US children (N = 91,642), were used. Youth 6-17 years, with ADHD (n = 7,024), ASD (n = 1,200), DD (n = 3,276), LD (n = 7,482), and without special health care needs (n = 44,461) were studied. Unadjusted analyses found that children with DEVDIS engage in higher rates of screen time than youth without special health care needs. For youth with DEVDIS who were medicated for their ADHD, these associations attenuated. Thus ADHD symptoms, a common comorbidity across developmental disabilities, drove associations between the other developmental disabilities and screen time. Across all developmental disability groups, television in the bedroom was a significant screen time risk factor in both children and adolescents. Among children with ADHD, additional screen time risk factors included lack of caregiver knowledge of the child’s friends and any social engagement outside of the household. Among adolescents with ADHD, additional screen time risk factors included lower frequency that caregiver attends adolescent’s events and sport social engagement. Findings of this dissertation elucidate modifiable screen time risk factors that could potentially be adapted to decrease screen time among youth with developmental disabilities.
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Pasquim, Heitor Martins. "Lazer na área de drogas: construção coletiva de crítica e de práticas emancipatórias." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/7/7141/tde-28062017-083922/.

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Introdução: O objeto desta tese é a potencialidade educativa do lazer para gerar crítica sobre a ideologia do consumo problemático de drogas. Revisão bibliográfica sobre o lazer em unidades de saúde mostrou que ele é reconhecido como espaço para recreação ou como atividade que ocupa o tempo. A maior parte dos artigos científicos relatava objetivos funcionalistas para o lazer, o que remete ao lazer viciado, conceito cunhado para designar a forma hegemônica do lazer capitalista na área de drogas. Os aplicativos para dispositivos móveis e os jogos educativos sobre drogas analisados não incentivavam a discussão do processo de produção de drogas lícitas e ilícitas, tampouco abordavam o consumo problemático de drogas como consequência de relações sociais alienadas e do mal-estar contemporâneo. Apesar da potencialidade educativa que os jogos e os aplicativos oferecem, as finalidades detectadas reiteravam posições amplamente criticadas no campo da saúde, filiadas ao proibicionismo e à guerra às drogas. Objetivo: Construir arcabouço teórico-metodológico para uma proposta crítica ao lazer viciado da área de drogas. Parte-se da perspectiva da saúde coletiva para compreender os problemas relacionados ao consumo de drogas como determinados socialmente e por isso, intimamente, ligados à totalidade social, expressando-se como sintomas de conflitos, que indivíduos e grupos sociais enfrentam no cotidiano. Método: Realizou-se pesquisa-ação com trabalhadores da saúde mental, por meio de oficinas emancipatórias, coerentes com a epistemologia materialista histórico-dialética. Resultados: As oficinas emancipatórias permitiram transformação de representações cotidianas, assim como, identificação de convicções de trabalhadores da saúde mental. Entre estas estavam: a concepção enraizada da dependência química, da educação sobre drogas como prevenção ao uso e do lazer como atividade terapêutica. São representações ilusórias que tomam o consumo de drogas como doença. Os resultados afirmam a necessidade de construção de práticas críticas à ideologia da doença mental e comportamental do consumo de drogas. Conclusões: Fundamentado na perspectiva da saúde coletiva, o arcabouço teórico-metodológico concebido nesta pesquisa propõe a realização de oficinas emancipatórias de lazer em serviços de saúde e intersetorialmente nos serviços de educação, entre outros, que trabalham com a temática do consumo de drogas, mantida a coerência com o referencial teórico, que propõe a crítica a relações sociais alienadas. Essa estratégia pode se valer de conteúdos lúdicos, esportivos, culturais, entre outros. Advoga-se que o processo educativo tem potencial emancipatório se for radicalmente participativo; e que as formas contemporâneas de vivenciar o tempo de não trabalho, que compõem as estratégias de alívio do mal-estar social na atualidade, podem ser problematizadas. Tal problematização deve iluminar o embate entre projetos de hegemonia no capitalismo, o que é potencialmente fortalecedor para os participantes, na medida em que desnaturaliza a alienação que produz desentendimentos e frustrações. Sugere-se ainda, como material de apoio educativo, o jogo Cidade Dorme: representações cotidianas sobre drogas, legitimado coletivamente nesta pesquisa.
Introduction: The object of this thesis is the educational potential of leisure to develop a critical understanding of the ideology around substance/drug use/consumption. A literature review in the context of health services showed that leisure and the playful are perceived as recreation, as well as an activity to fill-in time such. However, most of scientific articles listed functionalist objectives for leisure, which is associated to hooked leisure, concept coined to designate the hegemonic form of capitalist leisure in the area of drugs. Applications for mobile devices and educational games about drugs do not promote discussion about the legal and illegal drug production process; neither approaches the problematic consumption of drugs as a consequence of alienated social relations and the contemporary malaise. Despite the educational potential that games and apps offer, their purposes reinforced conceptions widely criticized in the health area, being associated with prohibitions and war on drugs. Objective: To develop a theoretical and methodological critical proposal to hooked leisure practices in the field of drugs. The Collective Health approach was adopted to understand the problems related to drug consumption as socially determined; as so they are intimately connected to the social totality, expressing themselves as symptoms of conflicts that individuals and social groups face in their daily lives. Method: An action research was carried out with mental health workers through emancipatory workshops, aligned with the epistemology of historical-dialectical materialism. Results: Emancipatory workshops promoted the transformation of everyday representations, as much as it has promoted the identification of the convictions of mental health workers. Among them there were: a traditional conception of chemical addiction, drug education as prevention of drug use and leisure as a therapeutic activity. Those are illusory representations which presume that all drug consumption is a disease. The results indicate the need to create critical practices that challenge the ideology of drug consumption as mental and behavioral sickness. Conclusions: Based on the perspective of Collective Health, the theoretical and methodological framework for leisure articulated in this research proposes the implementation of emancipatory workshops of leisure in health as well as education services, among others that work with the drug consumption theme as a cross-disciplinary approach, as long as it maintains consistency with the theoretical framework that proposes the critique on alienation. This strategy can use play, sports and cultural contents, among others. These features place leisure activities aligned with the purpose of emancipatory educational processes. It is argued that the educational process has emancipatory potential if it is radically participatory; and that the contemporary ways of experiencing nonworking time, which compose the strategies for alleviating contemporary malaise, can be debated. Such debate will certainly bring light to the battle among hegemonic projects in the capital system, which can be potentially strengthening to participants, as it denatures alienation that produce disagreements and frustrations. It is also suggested, as an educational support material, the game Cidade Dorme: representações cotidianas sobre drogas (City Sleeps: everyday representations on drugs), collectively legitimized in this research.
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49

Harpold, Matthew E. "The mental cage a qualitative analysis of the mental game in the sport of mixed martial arts /." Click here to access dissertation, 2008. http://www.georgiasouthern.edu/etd/archive/spring2008/matthew_e_harpold/harpold_matthew_e_200801_ms.pdf.

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Thesis (M.S.)--Georgia Southern University, 2008.
"A dissertation submitted to the Graduate Faculty of Georgia Southern University in partial fulfillment of the requirements for the degree Master of Science." Under the direction of Daniel R. Czech. ETD. Electronic version approved: May 2008. Includes bibliographical references (p. 59-63) and appendices.
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DeLenardo, Samantha. "Game Changer: Mental Health Strategic Communication Plan for Varsity Football Players." Thesis, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24356.

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In the past two years, six National Football League players have died by suicide. Investigations into most of the deaths revealed that the players suffered from brain damage likely caused by repeated concussions. As is the case with many health issues, tragedy often precedes action; the suicides of these high profile football stars have catalyzed action on concussion policy and practice, as well as opened up the conversation about the overall mental health of athletes. This thesis joins the conversation around mental health and athletes, specifically Canadian varsity football players. Mental health problems and illnesses are presented as especially common, affecting about 1 in 5 Canadians. That is not to underestimate the severity of mental illnesses, which can deteriorate an individual’s quality of life, significantly impact friends and family and, in the most severe cases, also lead to death by suicide. That said, this thesis adopts a theoretical perspective that focuses on the promotion and protection of good mental health. This thesis is primarily concerned with investigating the social, political, and external factors that negatively impact how football players conceptualize mental health and mental illness, and also the recommended behaviour to seek professional help if needed. The growing body of research concerning the negative impact of mental illness stigma is compelling and leaves no doubt that stigma is a significant barrier to recovery. This thesis explores the stigma process as well as its social function in groups. Next, it investigates how the already powerful stigma around mental illness is further exacerbated by gender and more specifically, how traditional masculine ideology (i.e. men should be strong and powerful) conflicts with stereotypical beliefs about mentally ill people (i.e. weak and/or incompetent). Gender and health are further linked in terms of behaviour. In other words, rejecting health behaviours becomes a strategy some men utilize to project their masculinity, paradoxically contributing to the creation or worsening of many health problems. A health behaviour that is explored in detail is psychological help-seeking, and the psychosocial processes of help-seeking, which are also mainly regulated by masculinity. An overview of the most common mental health problems and illnesses found in male varsity athletes is provided. All of the above components are then applied to the unique context of varsity football players. The thesis draws on the literature as well as qualitative interview data that explores the experiences of 8 varsity football players at the University of Ottawa. Regarding mental health promotion, the findings show that football players may require adapted communication approaches. To that end, the thesis transitions into an early-stage health communication plan supported by the literature and the primary data. The plan proposes overall outcomes, short term/intermediate objectives, a communication strategy, and a tactical approach. Next, a web-based health resource is suggested as a primary communication vehicle and is outlined in detail. The plan then suggests potential partnerships for extending the strategic communication plan’s reach and credibility. This is followed by suggestions for evaluating both the short term/intermediate objectives as well as the strategic communication plan’s overall impact. This thesis concludes with a chapter exploring the contributions lifted from the eight qualitative interviews, as well as suggested directions for research, policy and practice.
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