942 resultados para Video games - Aspectos psicológicos


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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Foi apresentada, sucintamente, a teoria do núcleo do Eu de Rojas-Bermudez. Fez-se analogia de alguns aspectos psicológicos que ocorrem nos três trimestres da gestação com essa teoria, nos tempos de determinação dos papéis psicossomáticos de ingeridor, defecador e urinador, que se marcam respectivamente, até o 3° mês de vida, do 3° ao 8° e do 8° aos 2 anos de vida. Sugeriu-se a necessidade de implantação do método psicoprofilático em maior número de serviços de assistência à mulher grávida, adaptando-o aos recursos da área atendida e às possibilidades da gestante.

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Simpósio de Informática (INForum 2015), Covilhã, Portugal. Notes: Best paper award nominee.

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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.

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A presente investigação tem como principal objetivo compreender a relevância de diversos fatores sociodemográficos e psicossociais inerentes ao desenvolvimento do talento em contexto desportivo, numa perspectiva multidimensional. Procedeu-se a uma avaliação quantitativa de jogadores de futebol, integrados num clube de elite, com idades compreendidas entre os 13 e os 19 anos. No sentido de avaliar os construtos psicológicos considerados no presente estudo (motivação, perfecionismo, suporte parental, resiliencia, coping e compromisso) foram utilizados os seguintes questionários: Sport Motivation Scale - SMS (Pelletier et al., 1995); Multidimensional Perfectionism Scale – MPS (Frost, Marten, Lahart, & Rosenblate, 1990); Own Memories of Parental Rearing – EMBU (Perris, Jacobson, Lindstörm, Von Knorring, & Perris, 1980); Resilience Scale – RS (Wagnild & Young, 1993); Athletic Coping Skills – ACSI 28 (Smith, Schutz, Smoll, & Ptacek, 1995); e Elite Athlete Commitment Scale – EACS (Ramadas, Serpa, Rosado, Gouveia & Maroco, 2013). A significância da variável nível de prestação (elite/sub-elite; dispensados/retidos) sobre os diversos constructos psicológicos foi avaliada através da análise da covariância multivariada (MANCOVA), da análise de equações estruturais (CBSEM) e da técnica de míninos quadrados parciais (PLS). Os jogadores mais bem sucedidos (jogadores de elite e jogadores retidos) percecionaram maior suporte parental, demonstraram níveis mais elevados de compromisso, resiliência, autodeterminação, capacidade de adaptação e confronto, assim como um perfeccionismo ajustado. No que concerne às variáveis sociodemográficas, constatou-se que os jogadores retidos jogam predominantemente no segundo ano do respetivo grupo de idade e têm uma idade inferior aos jogadores dispensados. Os resultados obtidos poderão constituir um relevante suporte para futuros programas educacionais que incidam sobre temáticas relacionadas com os compromissos necessários à prossecução e manutenção de níveis de elite, estratégias de coping, gestão da rotina diária, e o papel dos pais no processo de formação do jovem desportista.

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L'objectiu de l'aquest treball és definir el fenomen de la violència de gènere i la situació de la dona enfront del mateix. En primer lloc, es defineix la violència de gènere i s'expliquen els diferents tipus de violència. En segon lloc es defineixen diferents teories que expliquen aquest tipus de conductes. A continuació s'esmenten alguns mites o estereotips que existeixen en la nostra societat i s'expliquen possibles perfils de la víctima i de l'agressor. En tercer lloc veurem els factors de risc de patir aquest tipus de violència. Després ens centrarem en les repercussions més significatives que pateixen les dones a causa d'aquest fenomen, i intentarem pensar en els motius que té la dona per seguir en aquesta situació i seguir aguantant aquest tipus de conductes. En cinquè lloc esmentarem algunes pautes per al tractament i la prevenció d'aquesta situació, i finalment esmentarem la llei de violència de gènere per la qual ens regim actualment i els recursos que té la víctima.

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El presente estudio pretende caracterizar a los practicantes de baile en relación al modelo dualístico de la pasión descrito por Vallerand. La pasión se define como una fuerte inclinación de la persona hacia una actividad considerada importante y autodefinitoria. Vallerand et al. (2003) proponen un modelo dualístico constituido por dos tipos de pasión: la pasión armoniosa y la obsesiva. La pasión armoniosa es el resultado de una internalización autónoma de la actividad, es decir, está integrada por razones intrínsecas del individuo, pasando a formar parte de su identidad. La pasión obsesiva es consecuencia de una internalización controlada por motivos contingentes a la práctica de la actividad en cuestión, como por ejemplo la aceptación social, produciendo una fuerte y poco adaptativa adhesión a la misma. Las hipótesis que se plantean en este estudio consideran que tanto los practicantes que se dedican profesionalmente al baile como los que participan en competiciones presentarán mayores niveles de pasión obsesiva y que los practicantes con más años de experiencia obtendrán puntuaciones más elevadas tanto en pasión obsesiva como en pasión armoniosa. En contra de lo esperado, los bailarines profesionales y competidores no presentan una mayor pasión obsesiva, sino que es la pasión armoniosa la que se incrementa con las horas de práctica. Concluimos que los participantes, no viven la práctica del baile como una actividad sometida a modas y aceptación social, sino que más bien se trata de una práctica que contribuye al bienestar de los individuos y compatible con otras actividades de la vida cotidiana.

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El present treball pretén demostrar que els contes són vàlids i beneficiosos en el creixement integral de la persona i que, de forma més especial, contribueixen al exercici i adquisició de la virtut de la prudència. En aquest estudi es fa menció concreta de quins són aquests beneficis des del punt de vista psicològic; es mencionen també algunes tècniques d’aplicació pràctica dels contes en el camp de la psicologia, així com diferents corrents psicològiques que les apliquen i de quina manera. Objecte del present treball és també insistir en la influència beneficiosa del conte en el creixement personal i la formació del caràcter.

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This thesis regards exhaustion of copyright’s distribution right in intangible transfers of video games. It analyses whether, under the current law of the European Union, the phenomenon of digital exhaustion, especially in relation to games exists. The thesis analyses the consumers’ position in the market for copyright protected goods. It uses video games market as an example of the wider phenomenon of the effect of latest technological developments on consumers. The research conducted for the thesis is mostly legal dogmatic, although also comparative analysis, law and economics and law and technology methods are utilised. The thesis evaluates the effects of the most recent case law of the European Court of Justice to analyse the current state of digital exhaustion. In the analysis of effects that the existence of digital exhaustion has, the thesis uses the consumers’ point of view. The thesis introduces the current state of technology in the field of video games from a legal perspective. Furthermore the thesis analyses the effects on consumers of a scenario that no digital exhaustion exists in the future. Such scenario under the recent European case law at the moment seems realistic. The conclusion of my research is most importantly that the consumer position in the market for digital goods has deteriorated and that the probable exclusion of the exhaustion for digital goods is another piece of evidence of this development. Most importantly however, the state of affairs where no certainty prevails on whether digital exhaustion exists, creates injustice from the consumers’ point of view. Accordingly, acts by EU legislators of the Court of Justice of the European Union are required to clarify the issue.

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The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e., Aggressing, Winning, Creating, and Helping), and each was related to at least one personality trait. For example, Aggressing was negatively related to Honesty-Humility and positively related to psychopathic traits. In Study 3 (n = 90), the connections between player personality traits and avatar personality traits were examined in World of Warcraft. Positive player-avatar correlations were observed for all personality traits except Extraversion. Significant mean differences between players and avatars were observed for all traits except Conscientiousness; avatars had higher mean scores on Extraversion and psychopathic traits, but lower mean scores on the remaining traits. In Study 4, the connections between player personality traits, avatar traits, and observed behaviors in a life-simulation video game (The Sims 3) were examined in university students (n = 93). Participants created two avatars and used these avatars to play The Sims 3. Results showed that the selection of certain avatar traits was related to relevant player personality traits (e.g., participants who chose the Friendly avatar trait were higher in Honesty-Humility, Emotionality, and Agreeableness, and lower in psychopathic traits). Selection of certain character-interaction behaviors was related to relevant player personality traits (e.g., participants with higher levels of psychopathic traits used more Mean and fewer Friendly interactions). Together, the results of the four studies suggest that individuals generally behave and represent themselves in video games in ways that are consistent with their real-world tendencies.

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« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).

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Comprobar que las marcas obtenidas en las pruebas deportivas por los sujetos deficientes mentales ligeros no difieren de las obtenidas por sujetos de CI normal. Verificar que la personalidad de los sujetos con mejores marcas no difiere significativamente de la que presentan los sujetos con peores marcas, independiente de su CI. 72 sujetos de EGB. Se recogieron los datos deportivos de cada sujeto concernientes a sus marcas en las pruebas de: carrera de 60 metros lisos, lanzamiento de balón medicinal, sentadas, flexión de tronco hacia adelante y salto vertical. También se registraron datos de personalidad de cada sujeto obtenidos mediante el cuestionario de personalidad CPQ. Para analizar los datos se realizó un análisis de varianzas, para comprobar la normalidad de las distribuciones, continuando con un análisis de la varianza y una comparación de medias. Por último, se correlacionaron los datos entre las distintas marcas deportivas y entre éstas y los datos de personalidad mediante la prueba de correlación de Spearmen. Cuestionario de personalidad CPQ. Técnicas estadísticas. Los sujetos con más inteligencia registraron mejores marcas deportivas. Los sujetos de CI normal demostraron tener mejores aptitudes físicas que los deficientes mentales ligeros. Estas diferencias aumentan con la edad, siendo más similares las puntuaciones entre deficientes y normales en los sujetos pequeños. Las féminas no se diferencian de los varones en cuanto a personalidad.