Gaming
Mostrando 1-12 de 22 artigos, teses e dissertações.
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1. Prolonged Ventilation after CABG: an Important Issue
Objective: To determine whether psychiatric and gaming pattern variables are associated with gaming disorder in a school-based sample. Methods: We analyzed data from the Brazilian High-Risk Cohort for Psychiatric Disorders, a community sample aged 10 to 18, using questionnaires on gaming use patterns. We applied the Gaming Addiction Scale to diagnose gamin
Int. J. Cardiovasc. Sci.. Publicado em: 2021-06
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2. The frontier between residual and subsyndromal symptoms in bipolar disorder: revisiting concepts and discussing clinical relevance
Objective: To determine whether psychiatric and gaming pattern variables are associated with gaming disorder in a school-based sample. Methods: We analyzed data from the Brazilian High-Risk Cohort for Psychiatric Disorders, a community sample aged 10 to 18, using questionnaires on gaming use patterns. We applied the Gaming Addiction Scale to diagnose gamin
Braz. J. Psychiatry. Publicado em: 2021-06
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3. Predictors of gaming disorder in children and adolescents: a school-based study
Objective: To determine whether psychiatric and gaming pattern variables are associated with gaming disorder in a school-based sample. Methods: We analyzed data from the Brazilian High-Risk Cohort for Psychiatric Disorders, a community sample aged 10 to 18, using questionnaires on gaming use patterns. We applied the Gaming Addiction Scale to diagnose gamin
Braz. J. Psychiatry. Publicado em: 2021-06
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4. Features shared between fear of missing out on rewarding experiences (FOMO) and internet gaming disorder
Resumo Fundamento: A incidência de reestenose da artéria coronária após o implante de um stent não farmacológico é mais baixa que na angioplastia com balão; no entanto, ainda apresenta altas taxas. Objetivo: O objetivo deste estudo foi identificar novos indicadores de risco para reestenose de stent usando ultrassonografia das carótidas que, em con
Braz. J. Psychiatry. Publicado em: 2021-04
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5. Internet addiction in students from an educational institution in Southern Brazil: prevalence and associated factors
Abstract Objective To evaluate the prevalence of Internet addiction (IA) and its associated factors among students at an Educational Institution in Southern Brazil. Method This is a cross-sectional study, targeting a sample of students aged from 14 to 20 years. They were selected by random sampling to be representative of the 4038 students enrolled at th
Trends Psychiatry Psychother.. Publicado em: 2020-12
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6. Prevalence and risk factors for internet gaming disorder
Objectives: To estimate the prevalence of internet gaming disorder (IGD) and associated risk factors in a sample of secondary and postsecondary students from a public federal institution of higher education (Instituto Federal de Educação, Ciência e Tecnologia) in Southern Brazil. Methods: The study included a sociodemographic questionnaire, the Beck Dep
Braz. J. Psychiatry. Publicado em: 2020-10
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7. Cross-cultural adaptation of the Internet Gaming Disorder Scale – Short Form (IGDS9-SF) to the Brazilian context
Abstract Introduction The Internet Gaming Disorder Scale – Short Form (IGDS9-SF) assesses the severity, harmful effects and/or consequences of excessive online and offline gaming. Its conciseness and theoretical foundations on current diagnostic criteria of gaming disorders make it a useful resource for clinical and screening settings. Objective To descr
Trends Psychiatry Psychother.. Publicado em: 2020-09
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8. Reabilitação com uso de realidade virtual: atividade física para pacientes admitidos na unidade de terapia intensiva
RESUMO Objetivo: Avaliar o nível de atividade que o uso do videogame Nintendo WiiTM pode provocar em pacientes na unidade de terapia intensiva, além dos níveis de segurança do método e da satisfação do paciente. Métodos: Ensaio experimental em centro único conduzido em um hospital terciário. Incluíram-se pacientes com idade igual ou superior a 1
Rev. bras. ter. intensiva. Publicado em: 20/01/2020
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9. The digital memory game: an assistive technology resource evaluated by children with cerebral palsy
Abstract The activities of daily living are routine self-maintenance tasks. Children with cerebral palsy can have difficulties, which can vary according to their level of motor impairment, in the performance of functional activities such as feeding and dressing themselves. The use of digital memory gaming can be a play activity and a technological resource t
Psicol. Reflex. Crit.. Publicado em: 20/06/2016
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10. Neuroimagem na dependência de jogos eletrônicos: uma revisão sistemática
Objetivo: Realizar revisão sistemática de manuscritos que utilizaram a neuroimagem no estudo da dependência de jogos eletrônicos, a fim de identificar as principais regiões cerebrais alteradas. Métodos: Foram realizadas buscas nos seguintes bancos de dados: ScieELO, BVS, Lilacs, Science Direct On Line e PubMed. Não houve data mínima para a pesquis
J. bras. psiquiatr.. Publicado em: 2014-03
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11. Editorial
An alternative to the education policy in Brasil: School accountability. This paper examines the school accountability (SA) policies adopted in the US. Significant impacts on the quality of education occur when the SA incorporates a set of sanctions and rewards to schools based on their students' performance. In comparison with other policies, it is also mor
Brazilian Journal of Political Economy. Publicado em: 2009-12
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12. Turn off the graphics: designing non-visual interfaces for mobile phone games
Mobile phones are a widespread platform for ICT applications because they are highly pervasive in contemporary society. Hence, we can think of mobile gaming as a serious candidate to being a prominent form of entertainment in the near future. However, most games (for computers, console and mobile devices) make extensive use of the visual medium, which tends
Journal of the Brazilian Computer Society. Publicado em: 2009-03