يعرض 1 - 20 نتائج من 2,017 نتيجة بحث عن '"jogos eletrônicos."', وقت الاستعلام: 0.56s تنقيح النتائج
  1. 1
  2. 2
    Academic Journal
  3. 3
  4. 4
    Academic Journal
  5. 5
    Academic Journal
  6. 6
  7. 7
    Academic Journal
  8. 8
  9. 9
  10. 10
    Academic Journal
  11. 11
    Academic Journal

    المصدر: CES Psicología; Vol. 17 No. 3 (2024): CES PSICOLOGÍA; 23-38 ; CES Psicología; Vol. 17 Núm. 3 (2024): CES PSICOLOGÍA; 23-38 ; CES Psicología; v. 17 n. 3 (2024): CES PSICOLOGÍA; 23-38 ; 2011-3080

    وصف الملف: application/pdf

    Relation: https://revistas.ces.edu.co/index.php/psicologia/article/view/7084/3914; Al Keilani, M. Al H., & Delvenne, V. (2020). Use of video games in a child and adolescent psychiatric unit. Psychiatria Danubina, 32(Suppl 1), 167–171. https://www.psychiatria-danubina.com/UserDocsImages/pdf/dnb_vol32_noSuppl%201/dnb_vol32_noSuppl%201_167.pdf; Brezinka, V. (2011). Schatzsuche" - ein verhaltenstherapeutisches Computerspiel. ["Treasure hunt" - A cognitive-behavioural computer game.]. Praxis der Kinderpsychologie und Kinderpsychiatrie, 60(9), 762–776. https://doi.org/10.13109/prkk.2011.60.9.762; Brezinka, V. (2016). Computerspiele in der psychotherapie - Neue entwicklungen. [New developments in video games for psychotherapy.]. Praxis der Kinderpsychologie und Kinderpsychiatrie, 65(2), 82-96. https://doi.org/10.13109/prkk.2016.65.2.82; Bolsoni-Silva, A. T., & Del Prette, A. (2003). Problemas de comportamento: Um panorama da área. Revista Brasileira de Terapia Comportamental e Cognitiva, 5(2), 91–103. https://doi.org/10.31505/rbtcc.v5i2.74; Booth, A. (2016). Searching for qualitative research for inclusion in systematic reviews: A structured methodological review. Systematic Reviews, 5, 74. https://doi.org/10.1186/s13643-016-0249-x; Carrasco, Á. E. (2016). Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression. Research in Psychotherapy: Psychopathology, Process and Outcome, 19(1), 10–18. https://doi.org/10.4081/ripppo.2016.182; Cooke, A., Smith, D., & Booth, A. (2012). Beyond PICO: The SPIDER tool for qualitative evidence synthesis. Qualitative Health Research, 22(10), 1435-1443. https://doi.org/10.1177/1049732312452938; Coyle, D., Doherty, G., & Sharry, J. (2009). An evaluation of a solution focused computer game in adolescent interventions. Clinical Child Psychology and Psychiatry, 14(3), 345–360. https://doi.org/10.1177/1359104508100884; David, O. A., Cardoș, R. A. I., & Matu, S. (2019). Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial. European Child and Adolescent Psychiatry, 28(1), 111–122. https://doi.org/10.1007/s00787-018-1192-2; Donard, V., & Simar, E. (2012). La médiation vidéo-ludique en psychothérapie. Enfances et Psy, 55(2), 79–88. https://doi.org/10.3917/ep.055.0079; Eichenberg, C., Grabmayer, G., & Green, N. (2016). Acceptance of serious games in psychotherapy: An inquiry into the stance of therapists and patients. Telemedicine and E-Health, 22(11), 945–951. https://doi.org/10.1089/tmj.2016.0001; Endendijk, J. J., Tichelaar, H. K., Deen, M., & Deković, M. (2021). Vil Du?! incorporation of a serious game in therapy for sexually abused children and adolescents. Child and Adolescent Psychiatry and Mental Health, 15(1). https://doi.org/10.1186/s13034-021-00377-3; Harden, A. (2010). Mixed-Methods systematic reviews: Integrating quantitative and qualitative findings. FOCUS: Technical Brief, 25, 1-8. https://ktdrr.org/ktlibrary/articles_pubs/ncddrwork/focus/focus25/Focus25.pdf; Haza, M., & Houssier, F. (2018). Videogame images and psychotherapy among adolescents: Violence or catharsis? Evolution Psychiatrique, 83(3), 467–476. https://doi.org/10.1016/j.evopsy.2018.04.001; Hinton, R. (2015). Assessing the strength of evidence in the education sector, report prepared for building evidence in education (BE2). DFID. https://www.edu-links.org/sites/default/files/media/file/BE2_Guidance_Note_ASE_0.pdf; Khan, S., Kazmi, F., & Maroof, R. Y. (2019). Therapeutic outcomes of 3D-GIT game among depressive cancer patients. FWU Journal of Social Sciences, 13(3), 57–64. http://sbbwu.edu.pk/journal/pages/FWU_Journal_Winter2019_Vol.13_No.3.php; Kovacs, M. (2001). CDI Children’s Depression Inventory: Technical manual. Multi-Health Systems, Inc.; Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A., & Campbell, M. (2021). Gaming your mental health: A narrative review on mitigating symptoms of depression and anxiety using commercial video games. JMIR Serious Games, 9(2), 1–13. https://doi.org/10.2196/26575; Llorens, R., Noé, E., Ferri, J., & Alcañiz, M. (2015). Videogame-based group therapy to improve self-awareness and social skills after traumatic brain injury. Journal of NeuroEngineering and Rehabilitation, 12(37). https://doi.org/10.1186/s12984-015-0029-1; Mahon-Daly, S., & Jeyasingam, N. (2021). A narrative literature review: The application of video games as therapeutic tools for psychological therapy. Australasian Psychiatry, 29(6), 614–616. https://doi.org/10.1177/10398562211022751; Marçal, J. V. de S. (2005). Estabelecendo objetivos na prática clínica: Quais caminhos seguir? Revista Brasileira de Terapia Comportamental e Cognitiva, 7(2), 231-246. https://doi.org/10.31505/rbtcc.v7i2.32; Medeiros, C. A. de (2002). Comportamento verbal na terapia analítico comportamental. Revista Brasileira de Terapia Comportamental e Cognitiva, 4(2), 105-118. http://pepsic.bvsalud.org/scielo.php?script=sci_arttext&pid=S1517-55452002000200004&lng=pt&tlng=pt; Methley, A. M., Campbell, S., Chew-Graham, C., McNally, R., & Cheraghi-Sohi, S. (2014). PICO, PICOS and SPIDER: A comparison study of specificity and sensitivity in three search tools for qualitative systematic reviews. BMC Health Services Research, 14(579). https://doi.org/10.1186/s12913-014-0579-0; Miranda, F. S., & Stadzisz, P. C. (2017, 02 novembro). Jogo Digital: definição do termo [Simpósio]. XVI Simpósio Brasileiro de Jogos e Entretenimento Digital, Curitiba, PR, Brasil. https://www.sbgames.org/sbgames2017/papers/ArtesDesignShort/173500.pdf; Panosso, M. G., Souza, S. R., & Haydu, V. B. (2015). Características atribuídas a jogos educativos: Uma interpretação analítico-comportamental. Psicologia Escolar e Educacional, 19(2), 233-241. https://doi.org/10.1590/2175-3539/2015/0192821; Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. The BMJ, 372 (71), 1-9. https://doi.org/10.1136/bmj.n71; Pine R., Fleming T., McCallum S., & Sutcliffe K. (2020), The effects of casual videogames on anxiety, depression, stress, and low mood: A systematic review. Games Health Journal, 9(4), 255–264. https://doi.org/10.1089/g4h.2019.0132; Poppelaars, M., Lichtwarck-Aschoff, A., Otten, R., & Granic, I. (2021). Can a commercial video game prevent depression? Null results and whole sample action mechanisms in a randomized controlled trial. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.575962; Richardson, W. S., Wilson, M. C., Nishikawa, J., & Hayward, R. S. A. (1995). The well-built clinical question: a key to evidence-based decisions. ACP Journal Club, 123(3), A12. https://doi.org/10.7326/ACPJC-1995-123-3-A12; Richter, D., & Dixon J. (2022). Models of mental health problems: A quasi-systematic review of theoretical approaches. Journal of Mental Health, 11, 1-11. https://doi.org/10.1080/09638237.2021.2022638; Rodrigo-Yanguas, M., González-Tardón, C., Bella-Fernández, M., & Blasco-Fontecilla, H. (2022). Serious video games: Angels or demons in patients with attention-deficit hyperactivity disorder? A quasi-systematic review. Frontiers in psychiatry, 13, 798480. https://doi.org/10.3389/fpsyt.2022.798480; Sajjad, S., Abdullah, A. H., Sharif, M., & Mohsin, S. (2014). Psychotherapy through video game to target illness related problematic behaviors of children with brain tumor. Current Medical Imaging Reviews, 10(1), 62–72. https://doi.org/10.2174/1573405610666140313004302; Santamaria, J. J., Soto, A., Fernandez-Aranda, F., Krug, I., Forcano, L., Gunnard, K., Kalapanidas, E., Lam, T., Raguin, T., Davarakis, C., Menchon, J.M., Jimenez-Murcia S. (2011). Serious games as additional psychological support: A review of the literature. Journal of CyberTherapy and Rehabilitation, 4(4), 469-476. link.gale.com/apps/doc/A321336264/HRCA?u=anon~6c20323e&sid=googleScholar&xid=a04c1cb5 Accessed 6 Aug. 2024; Schuurmans, A. A. T., Nijhof, K. S., Engels, R. C. M. E., & Granic, I. (2018). Using a videogame intervention to reduce anxiety and externalizing problems among youths in residential care: An initial randomized controlled trial. Journal of Psychopathology and Behavioral Assessment, 40(2), 344–354. https://doi.org/10.1007/s10862-017-9638-2; Skinner, B. F. (1953). Science and human behavior. Macmillan.; Sturmey, P. (1996). Functional Analysis in Clinical Psychology. John Wiley & Sons, Inc.; Thomas, J., Harden, A., Oakley, A., Oliver, S., Sutcliffe, K., Rees, R., Brunton, G., Kavanagh, J. (2004). Integrating qualitative research with trials in systematic reviews. The BMJ, 24(328), 1010-1012. https://doi.org/10.1136/bmj.328.7446.1010; van Rijn, B., Chryssafidou, E., Falconer, C. J., & Stiles, W. B. (2019). Digital images as meaning bridges: Case study of assimilation using avatar software in counselling with a 14-year-old boy. Counselling and Psychotherapy Research, 19(3), 252–263. https://doi.org/10.1002/capr.12230; Yu, F., Mathiason, M. A., Johnson, K., Gaugler, J. E., & Klassen, D. (2019). Memory matters in dementia: Efficacy of a mobile reminiscing therapy app. Alzheimer’s and Dementia: Translational Research and Clinical Interventions, 5, 644–651. https://doi.org/10.1016/j.trci.2019.09.002; World Health Organization. (2022). ICD-11: International classification of diseases (11th revision). https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/1448597234; Zayeni, D., Raynaud, J. P., & Revet, A. (2020). Therapeutic and preventive use of video games in child and adolescent psychiatry: A systematic review. Frontiers in Psychiatry, 11. https://doi.org/10.3389/fpsyt.2020.00036; https://revistas.ces.edu.co/index.php/psicologia/article/view/7084

  12. 12
    Academic Journal
  13. 13
    Academic Journal
  14. 14
    Academic Journal
  15. 15
  16. 16
    Academic Journal
  17. 17
    Academic Journal
  18. 18
    Book

    المؤلفون: Muniz, Ana Gabriella Coelho

    المساهمون: Ferreira, Ruhena Kelber Abrão

    وصف الملف: application/pdf

    Relation: MUNIZ, Ana Gabriella Coelho. Jogos eletrônicos e a Educação Física: entre lazer e as possibilidades pedagógicas. 2021. 25 f. Monografia (Graduação em Educação Física) - Universidade Federal do Tocantins, Miracema do Tocantins, 2023.; http://hdl.handle.net/11612/5339

  19. 19
    Academic Journal
  20. 20
    Academic Journal