Análise das performances em teste de atenção sustentada: Comparação entre jogadores e não-jogadores de videogame
Ano de defesa: | 2008 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Minas Gerais
UFMG |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://hdl.handle.net/1843/ECJS-7KUGCY |
Resumo: | Since the 70s lots of infants, young and adults play computer or videogame games. The present review aimed to clarify the effects of this technological device for the cognition, its applicability and influence on the behavior and health of the player, trying also to establish its consequences in society. Researches with videogames have proved that this is a capable tool of redefine and to improve cognitive and perceptive skills. The educational games are pointed out as a beneficial experience to their users. The negative repercussions are related to the effects of those with violent contents and to the health damage of the individual.The difficulties that arise to the researches who investigate their effects are uncountable, especially due to the complexity from both focus of investigation, the man and videogame. The carried out research had as objectives to evaluate if the performance in sustained attentiontest is different between those people who play and who doesnt play videogame The performance was investigated in a test which evaluate the sustained attention, the Continuous Performance Test (CPY-II), in a thirty teenagers sample divided in two groups, one of videogame players (JVG n=20) and the other with teenagers that had never played videogame (NJVG n=10). After an experimental intervention, where the non-players group (NJVG) was exposed to two videogames for twenty sessions, three times a week, fifty minutes a day, this group wasretested at the CPT-II. The results revealed that the JPG group presented, starting from the analysis of the percentiles and interpretation of the CPT-II Guideline, initially, a performance qualitatively better thanthe NJGV group. After the trial intervention was found that the last group presented a performance qualitatively superior when compared to the initial evaluation and also when compared to the JGV group. The analysis statistics of the results revealed that there are differences statistics in the performance of JGV and NJVG on the CPT-II. Was conclude that the videogame is a tool that improves the performance in the test thatevaluates the attention. Is protruded, the need of new researches to clarify theses effects considering different variables social-demographics and with bigger populations. |