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Gamification applied to autism spectrum disorder

Simões-Silva, Vitor; da Silva Marques, António; Pinho, Catarina; Gonçalves Pereira, Diana; Ferreira Oliveira, Joana; Barros, Maria Luísa

Gamification is a recent technique in software development that allows the application of game principles to non-game contexts and environments. In an increasingly technological world, gamification has now higher popularity, and it is currently used in several technologies. One of the health conditions where gamification can bring great benefits is in autism spectrum disorder (ASD), which is a persistent neurod...


Gamification in stroke rehabilitation

da Silva Marques, António; Caldas, Helena Maria Martins; Barbosa, Mariana Castro; Soares, Luís Miguel Brazão; Ribeiro, Maria Inês Dias

Stroke rehabilitation aims to improve patients’ abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and quality of life. Gamification can be defined as the application of game-design elements, dynamics, and principles such as competition, narratives, point-scoring, and awards in non-game contexts, including rehabilitation. It has emerged as a thera...


Emotional self-regulation, virtual reality and neurofeedback

Pinheiro, Joana; Simões de Almeida, Raquel; da Silva Marques, António

The most common mental problems are anxiety disorders, affecting today about 264 million people in the world. The reference treatments present limitations, such as their side effects and long intervention periods. Recently, various approaches have emerged, such as neurofeedback, virtual reality and serious games.


The use of gamification in social phobia

Simões-Silva, Vitor; Maravalhas, Vanessa; Cunha, Ana Rafaela; Soares, Maria Inês; da Silva Marques, António

Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by individuals. Therefore, this condition has the consequence of significant impairment in diferente occupations. Recent studies show that gamification applied to interventions for the treatment of chronic diseases, and although there are intervent...


Gamification in dementia and mild cognitive impairment

Simões-Silva, Vitor; Gregório, Susana Alexandra Mendonça; Luz, Tarcisio de Tarco Moura; Lapa, Ana Francisca Casinhas Coutinho; da Silva Marques, António

The following chapter will address the use of gamification (specifically serious games). As well as its results and conditions of use, as an assessment and intervetion tool for people with mild cognitive impairment (MCI) and dementia diagnosis. These games are effective for cognitive skills, such as attention, memory, executive functions, and speed processing. Besides this, physical (related to motor coordinati...


Gamification as upper limb rehabilitation process

Simões-Silva, Vítor; Mesquita, Ana Filipa Duarte; Silva, Karla Lígia Santos da; Quental, Vanessa Solange Arouca; da Silva Marques, António

In our modern life world, health and well-being strongly dependo n the individual´s health behaviours. Motivation is a major factor of health behaviour change, and intrinsically motivated behaviour change is desirable as i tis both sustained and directly contributes to well-being. This raises the immediate question what kind of interventions are best positioned to intrinsically motivate health behaviour change....


Promoting reminiscences with virtual reality headsets: A pilot study with peopl...

Coelho, Tiago; Marques, Cátia; Moreira, Daniela; Soares, Maria; Portugal, Paula; da Silva Marques, António; Ferreira, Ana Rita; Martins, Sónia

This study aimed to explore the feasibility and effects of promoting reminiscences, using virtual reality (VR) headsets for viewing 360° videos with personal relevance, with people with dementia. A study with a mixed methods design was conducted with nine older adults diagnosed with dementia. Interventions consisted of four sessions, in which the participants’ engagement, psychological and behavioral symptoms, ...


Patients' perspectives about the design of a mobile application for psychotic d...

Simões de Almeida, Raquel; Sousa, Tiago; da Silva Marques, António; Queirós, Cristina

Based on the design of applications for psychotic disorders illness self-management, this study aimed to understand patients’ patterns of technology usage, as well as their expectations and requirements concerning the design of an app for rehabilitation and illness management purposes. It also aimed to identify guidelines for mobile application development for this population.


Technological interventions and facial emotional recognition in autism spectrum...

Alves, Samanta; Queirós, Cristina; da Silva Marques, António; Oliveira, Mónica; Orvalho, Verónica

Individuals with Autism Spectrum Disorders (ASD) have deficits in the recognition of facial expressions when compared with typically developing population (Begger et al., 2006 & Deruelle et al., 2004). Computer training and multi-technology have been shown to be successful in teaching emotional skills to children with autism (Golan & Baron-Cohen, 2006; Silver & Oakes, 2001; Tanaka et al., 2010). We can find num...


Stigmatizing attitudes in relatives of people with schizophrenia: A study using...

Sousa, Sara de; da Silva Marques, António; Rosário, Curral; Queirós, Cristina

Family members of people with mental disorders can contribute to stigmatization. Because of the lack of adequate information and resources, and the fatigue resulting from daily care, the family can reinforce social exclusion of the mentally ill and disbelieve recovery. Furthermore, family members may also suffer from self-stigma, experiencing a decrease in their own self-esteem and self-worth. 


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