641 resultados para Video games -- Psychological aspects.
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Numa sociedade onde a inovação é uma pedra basilar para o sucesso das empresas, a criatividade tornou-se num dos mais valiosos ativos intangíveis e um fator chave decisivo para a generalidade das organizações. Segundo a consultora Augusto Mateus & Associados, com o evoluir da sociedade, todas as indústrias serão “culturais e criativas” (Augusto Mateus & Associados, 2010). As Indústrias Criativas têm vindo a assumir um papel cada vez mais relevante na sociedade atual sendo, nos dias de hoje, uma forte fonte de riqueza e emprego. Uma das áreas que mais se tem revelado através do seu rápido e notório crescimento é o sector da animação e dos videojogos, sendo este atualmente uma das indústrias mais valiosas do mundo. Porém, e apesar desta realidade, a atuação nesta indústria é muitas vezes conturbada, pois o sector caracteriza-se pela elevada competitividade, pelos altos custos de produção e pela grande incerteza. As dificuldades vivenciadas no sector levam a uma crescente preocupação pela procura de métodos de gestão sustentáveis, que permitam reduzir os riscos e a elevada taxa de incerteza. Dado que a maioria das empresas desta área está estruturada por projetos, um dos métodos de gestão mais aplicados é o modelo de gestão de projetos. Contudo, verifica-se que ainda existe uma evidente dificuldade na implementação deste modelo de gestão, em particular, nas empresas pequenas e de estrutura achatada, pois este torna-se muitas vezes burocrático, pesado e difícil de aplicar. Este estudo teve como objetivo principal compreender de forma as empresas nacionais de animação e videojogos gerem os seus projetos, sendo que, para este efeito, foram estudados três casos nacionais: a Nerd Monkeys, a Battlesheep e a Nebula Studios através de uma investigação exploratória dos métodos de gestão de projetos aplicados nas empresas de animação e videojogos. De modo a permitir a recolha da informação necessária para dar respostas aos objetivos definidos para a investigação, foi realizado um questionário e realizadas entrevistas semiestruturadas aos representantes das empresas em estudo. Nesta investigação foi possível aferir que apesar das empresas em estudo aplicarem alguns instrumentos da gestão de projetos, não aplicam nenhum método oficial de forma integral. Apesar de se verificar a utilização de algumas ferramentas de gestão de projetos, os sistemas aplicados dependem na maior parte dos casos do tipo de projeto desenvolvido, existindo algumas variações nos métodos utilizados. Em projetos de tempo mais reduzido e maior simplicidade, verifica-se que a gestão de projetos perde relevância, acabando por muitas vezes não ser aplicada.
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Atualmente e face a uma sociedade em constante mudança, as forças militares precisam ter em conta todos os vetores que compõem as operações. Os vetores descritos são de importância significativa em relação aos efeitos que as operações pretendem alcançar. Procedimentos não-cinéticos permitirão a um comandante obter diferentes resultados que não poderiam ser alcançados sob uma forma cinética. Este estudo pretende elucidar relativamente aos aspetos psicológicos dentro do espectro não-cinético das operações, a fim de destacar as suas habilidades e contribuições num país como o Afeganistão, que depende de ajuda externa para garantir uma melhor fluidez e prosperidade das suas instituições. Operações psicológicas desempenham um contributo fundamental para formas não-cinéticas que levarão a estabilização dessas operações, onde as mudanças comportamentais afetadas contribuirão positivamente para o resultado desejado. E é um trabalho de investigação que não procura alcançar novos conhecimentos, o método hipotético-dedutivo deve aplicar-se, onde, inicialmente, os dados são obtidos por meio da análise de documentos seguidos das entrevistas necessárias que permitirão uma comparação com a doutrina existente. Sendo as operações psicológicas um vetor de ação e embora não sendo uma prioridade, estas agem diretamente sobre o "cérebro da população", estimulando e encorajando mudanças de comportamento contribuindo assim para uma melhor estabilização do teatro de operações.
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Do futuro do entretenimento a uma moda infantil temporária, e daí até se tornarem as principais ferramentas de entretenimento e até, em grande parte, de socialização: os videojogos, hoje, dizem-nos muito, enquanto sociedade fortemente digitalizada. Há no entanto uma faixa da sociedade – sobretudo a partir dos 55 anos de idade – que tem sido marginalizada deste fenómeno, seja por vontade própria, seja por negligência da indústria. Não obstante, numa sociedade cada vez mais envelhecida (a nível nacional e também global), torna-se pertinente a criação de um plano de expansão demográfica do mercado que englobe este grupo, grande e em crescimento, de potenciais consumidores. Esse é precisamente o objetivo deste estudo, que faz uso de variadas fontes bibliográficas e empíricas para a criação desse mesmo plano, visando estratégias de atração, inclusão, suporte e manutenção destes indivíduos no mercado dos videojogos.
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This study examines the role of visual literacy in learning biology. Biology teachers promote the use of digital images as a learning tool for two reasons: because biology is the most visual of the sciences, and the use of imagery is becoming increasingly important with the advent of bioinformatics; and because studies indicate that this current generation of teenagers have a cognitive structure that is formed through exposure to digital media. On the other hand, there is concern that students are not being exposed enough to the traditional methods of processing biological information - thought to encourage left-brain sequential thinking patterns. Theories of Embodied Cognition point to the importance of hand-drawing for proper assimilation of knowledge, and theories of Multiple Intelligences suggest that some students may learn more easily using traditional pedagogical tools. To test the claim that digital learning tools enhance the acquisition of visual literacy in this generation of biology students, a learning intervention was carried out with 33 students enrolled in an introductory college biology course. The study compared learning outcomes following two types of learning tools. One learning tool was a traditional drawing activity, and the other was an interactive digital activity carried out on a computer. The sample was divided into two random groups, and a crossover design was implemented with two separate interventions. In the first intervention students learned how to draw and label a cell. Group 1 learned the material by computer and Group 2 learned the material by hand-drawing. In the second intervention, students learned how to draw the phases of mitosis, and the two groups were inverted. After each learning activity, students were given a quiz on the material they had learned. Students were also asked to self-evaluate their performance on each quiz, in an attempt to measure their level of metacognition. At the end of the study, they were asked to fill out a questionnaire that was used to measure the level of task engagement the students felt towards the two types of learning activities. In this study, following the first testing phase, the students who learned the material by drawing had a significantly higher average grade on the associated quiz compared to that of those who learned the material by computer. The difference was lost with the second “cross-over” trial. There was no correlation for either group between the grade the students thought they had earned through self-evaluation, and the grade that they received. In terms of different measures of task engagement, there were no significant differences between the two groups. One finding from the study showed a positive correlation between grade and self-reported time spent playing video games, and a negative correlation between grade and self-reported interest in drawing. This study provides little evidence to support claims that the use of digital tools enhances learning, but does provide evidence to support claims that drawing by hand is beneficial for learning biological images. However, the small sample size, limited number and type of learning tasks, and the indirect means of measuring levels of metacognition and task engagement restrict generalisation of these conclusions. Nevertheless, this study indicates that teachers should not use digital learning tools to the exclusion of traditional drawing activities: further studies on the effectiveness of these tools are warranted. Students in this study commented that the computer tool seemed more accurate and detailed - even though the two learning tools carried identical information. Thus there was a mismatch between the perception of the usefulness of computers as a learning tool and the reality, which again points to the need for an objective assessment of their usefulness. Students should be given the opportunity to try out a variety of traditional and digital learning tools in order to address their different learning preferences.
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La psicología y la publicidad son dos disciplinas que desde hace algunos años se han venido complementando, la publicidad es la disciplina que se ha visto beneficiada con esta alianza, ya que el principal aporte que le hace la psicología a la publicidad es poder determinar aquellos factores o estrategias que generan en el consumidor; atención, asociación entre marca y producto, para luego almacenarse en la memoria y así generar una posible conducta de compra en el individuo. Los medios de comunicación cumplen un papel muy importante, ya que son los instrumentos utilizados para la transmisión de la información publicitaria, dependiendo del medio utilizado ya sea prensa, televisión o radio, las estrategias implementadas para dar a conocer la información deben ir dirigidas al campo perceptivo, que se utiliza para recibir la información y lograr una adecuada asociación y posterior almacenamiento en la memoria. La publicidad y el mercadeo hacen uso de una prueba de evaluación; top of mind, que muestra la jerarquía de recuerdo en la memoria de los individuos ante la mención de una categoría de servicio de un producto.
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El objetivo de este trabajo fue analizar la construcción social del conocimiento en Actividad física desde dos planteamientos teóricos de la salud centrando el análisis en la relación con la imagen corporal y las condiciones de vida. Se trata de un estudio teórico desde el análisis de contenido de corte narrativo de 98 artículos desarrollado en cinco etapas a través de: rastreo de documentos en bases de datos en el periodo 2000-2014, revisión de artículos, y análisis y hallazgos de significados, sentidos o contenidos. Como hallazgo importante se puede mencionar que en la literatura científica relacionada con la triada Actividad física-imagen corporal-condiciones de vida predomina la construcción del conocimiento a partir de modelos hegemónicos y dominantes que priorizan la intensidad, la frecuencia y el tiempo dedicado a la AF, la estandarización en la comparación de la apariencia física y la medición de elementos materiales en el modo de vivir de las personas, principalmente desde el abordaje de los determinantes sociales de la salud. Se concluye que es necesario revisar las poblaciones que incluyendo en los estudios al estar concentrados el conocimiento en solo unos grupos; así como se hace explícita la necesidad de revisar cuales son los aportes de la Educación Física y otras disciplinas (ciencias sociales) para una mayor comprensión teórica y práctica de la AF.
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This study used a video-based hazard perception dual task to compare the hazard perception skills of young drivers with middle aged, more experienced drivers and to determine if these skills can be improved with video-based road commentary training. The primary task required the participants to detect and verbally identify immediate hazard on video-based traffic scenarios while concurrently performing a secondary tracking task, simulating the steering of real driving. The results showed that the young drivers perceived fewer immediate hazards (mean = 75.2%, n = 24, 19 females) than the more experienced drivers (mean = 87.5%, n = 8, all females), and had longer hazard perception times, but performed better in the secondary tracking task. After the road commentary training, the mean percentage of hazards detected and identified by the young drivers improved to the level of the experienced drivers and was significantly higher than that of an age and driving experience matched control group. The results will be discussed in the context of psychological theories of hazard perception and in relation to road commentary as an evidence-based training intervention that seems to improve many aspects of unsafe driving behaviour in young drivers.
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In this chapter we aim to explore how videogames can lead to improvements in wellbeing. Following Keyes (2007) and Huppert and So (2012) we view wellbeing as a multidimensional concept with both hedonic and eudaimonic aspects. In this chapter we take a broad approach in terms of exploring the impact of videogames on the psychological, social, and physical components of wellbeing. We explore how videogames have been shown to have an impact in each of these domains. Although there is a great deal of evidence for the actual and potential positive impacts of videogames, there are many unanswered questions regarding the situations in which there is likely to be an impact of videogame play on wellbeing, as well as the aspects of wellbeing that are likely to be impacted by videogame play. We conclude the chapter by outlining the key questions for future research. Our focus in this chapter is on the positive influences of videogames. We do not explore research on contexts in which negative impacts are possible or subgroups for which videogames could cause harm. However, these questions are obviously important and we see balanced engagement with age-appropriate videogames as a key prerequisite for any of the wellbeing benefits discussed below.
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Video game play is a popular entertainment choice, yet we have a limited understanding of the potential wellbeing benefits associated with recreational play. An online survey (final sample, n = 297) addresses this by investigating how the player experience related to wellbeing. The impact of amount of play, game genre, mode of play (social or solitary play) and the psychological experience of play (flow and need satisfaction) on a multi-dimensional measure of wellbeing (emotional, psychological and social) was examined via hierarchical regression. Age, gender, the play of casual games compared to shooters, and in-game experiences of flow, autonomy and relatedness were associated with increases in dimensions of wellbeing.
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Noise can be defined as unwanted sound. It may adversely affect the health and well-being of individuals. Noise sensitivity is a personality trait covering attitudes towards noise in general and a predictor of noise annoyance. Noise sensitive individuals are more affected by noise than less sensitive individuals. The determinants and characteristics related to noise sensitivity are rather poorly known. The risk of health effects caused by noise can be hypothesized to be higher for noise sensitive individuals compared to those who are not noise sensitive. A cardiovascular disease may be an example of outcomes. The general aim of the present study was to investigate the association of noise sensitivity with specific somatic and psychological factors, including the genetic component of noise sensitivity, and the association of noise sensitivity with mortality. The study was based on the Finnish Twin Cohort of same-sex twin pairs born before 1958. In 1988 a questionnaire was sent to twin pairs discordant for hypertension. 1495 individuals (688 men, 807 women) aged 31 88 years replied, including 573 twin pairs. 218 of the subjects lived in the Helsinki Metropolitan Area. Self-reported noise sensitivity, lifetime noise exposure and hypertension were obtained from the questionnaire study in 1988 and other somatic and psychological factors from the questionnaire study in 1981 for the same individuals. In addition, noise map information (1988 1992) from the Helsinki Metropolitan Area and mortality follow-up 1989 2003 were used. To evaluate the stability and validity of noise sensitivity, a new questionnaire was sent in 2002 to a sample of the subjects who had replied to the 1988 questionnaire. Of all subjects who had answered the question on noise sensitivity, 38 % were noise sensitive. Noise sensitivity was independent of noise exposure levels indicated in noise maps. Subjects with high noise sensitivity reported more transportation noise exposure than subjects with low noise sensitivity. Noise sensitive subjects reported transportation noise exposure outside the environmental noise map areas almost twice as often as non-sensitive subjects. Noise sensitivity was associated with hypertension, emphysema, use of psychotropic drugs, smoking, stress and hostility, even when lifetime noise exposure was adjusted for. Monozygotic twin pairs were more similar with regards noise sensitivity than dizygotic twin pairs, and quantitative genetic modelling indicated significant familiality. The best fitting genetic model provided an estimate of heritability of 36 %. Follow-up of subjects in the case-control study showed that cardiovascular mortality was significantly increased among noise sensitive women, but not among men. For coronary heart mortality the interaction of noise sensitivity and lifetime noise exposure was statistically significant in women. In conclusion, noise sensitivity has both somatic and psychological components. It does aggregate in families and probably has a genetic component. Noise sensitivity may be a risk factor for cardiovascular mortality in women.
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The goal of this study is to identify cues for the cognitive process of attention in ancient Greek art, aiming to find confirmation of its possible use by ancient Greek audiences and artists. Evidence of cues that trigger attention’s psychological dispositions was searched through content analysis of image reproductions of ancient Greek sculpture and fine vase painting from the archaic to the Hellenistic period - ca. 7th -1st cent. BC. Through this analysis, it was possible to observe the presence of cues that trigger orientation to the work of art (i.e. amplification, contrast, emotional salience, simplification, symmetry), of a cue that triggers a disseminate attention to the parts of the work (i.e. distribution of elements) and of cues that activate selective attention to specific elements in the work of art (i.e. contrast of elements, salient color, central positioning of elements, composition regarding the flow of elements and significant objects). Results support the universality of those dispositions, probably connected with basic competencies that are hard-wired in the nervous system and in the cognitive processes.
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The objective of the present paper was to review the literature investigating the potential relationship between fruit and vegetables (FV) and psychological well-being. The rising prevalence of mental ill health is causing considerable societal burden. Inexpensive and effective strategies are therefore required to improve the psychological well-being of the population, and to reduce the negative impact of mental health problems. A growing body of literature suggests that dietary intake may have the potential to influence psychological well-being. For example, studies have suggested that particular dietary constituents, including vitamins and minerals, might be beneficial to psychological health. However, in order to better reflect normal dietary intake, health-based research has increasingly begun to focus on whole foods and dietary patterns, rather than individual nutrients. One food group that has received increasing attention with regard to psychological health is FV. This is probably a result of the strong evidence base, which exists in relation to their protective association with a number of chronic diseases, as well as the fact that they are a rich source of some of the nutrients which have been linked to psychological health. While some promising findings exist with regards to FV intake and psychological well-being, overall, results are inconsistent. Possible reasons for this, such as methodological issues related to study design and the measurement of psychological well-being and FV intake, are discussed within this review. Based on the predominantly observational nature of existing literature, the present paper concludes that future well-designed randomised controlled trials are required to investigate the relationship further.
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Includes bibliographical references and index.