Jogos digitais e cognição social de crianças: um estudo experimental

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Scienza, Livia
Orientador(a): Souza, Débora de Hollanda lattes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de São Carlos
Câmpus São Carlos
Programa de Pós-Graduação: Programa de Pós-Graduação em Psicologia - PPGPsi
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://repositorio.ufscar.br/handle/20.500.14289/13607
Resumo: In the last decade, the number of new digital games of various genres has grown a lot, eminently after the creation of game management platforms and after the dissemination of eSports. Digital games, beyond their entertainment purpose, are already used in schools, hospitals, and psychotherapeutic environments as rehabilitation tools and to promote cognitive and behavioral skills. Studies evaluating the impact of this form of media on users have conducted since the popularization of the first games in the 70s. However, the evidence that games can mediate interpersonal relationships, as well as promote or inhibit prosocial and empathic behaviors is still recent. The focus of previous studies was the possible associations with increased aggressive behavior and desensitization to violence. And although most consumers of digital games are young people and adults, the “digital natives” born in this century have immediate access to interactive media. For this reason, many researchers have recently investigated the way in which children and adolescents are affected by these media. In particular, more studies investigating the impact of games on sociocognitive and social skills should be conducted. Following this direction, the present work aimed to investigate a possible relationship between exposure to three categories of digital games (Neutral, Prosocial and Competitive) and prosocial behavior. A second goal was to test possible moderating effects of empathy and theory of mind skills on this relation. Fifty-seven children (9 to 12 years old) participated and were randomly distributed into three groups: G1 = neutral game; G2 = competitive game, G3 = prosocial game. Each group played a different type of video game. Prior to playing the games, all participants were assessed by a social cognition task (Faux Pas Task) and an empathy scale (Bryant's Empathy Scale for Children and Adolescents). Following that and on another day, each participant was invited to play, for 20 minutes, the digital game representative of their category group. Finally, right after playing the game, children were invited to participate in an adapted version of the Dictator's Game that involves the sharing of resources. Games of all categories had a pre-selection stage and were evaluated by 18 judges that were either Psychology undergraduate/ graduate students or university students from a game development outreach group. One game for each category was selected. Analyses did not reveal a significant gender or age effect on empathy scores, theory of mind scores and number of donated stickers. However, a significant age effect (i.e., school year) was found for the number of stickers shared, with older children sharing more stickers than younger ones. Nonetheless, there was a trend toward a significant moderating effect of empathy and theory of mind scores on the relationship between game category and number of stickers shared by the participants. More specifically, playing a prossocial, neutral or competitive videogame for 20 minutes does not necessarily impact the predisposition of children to engage on prossocial behavior. It is possible, nevertheless, that more empathic children with a more developed theory of mind may have an increased predisposition to share stickers compared to other children. Future studies should explore further whether these variables (empathy and theory of mind) or other variables can, in fact, explain part of the variation in prosocial behavior after exposure to different types of digital games. However, the present work contributes to the advancement of this line of research in Brazil as it is the first study to investigate possible effects of three different types of digital game on prosocial behavior in school-age children. The results suggest a promising direction of investigation that should be better explored by researchers in Brazil.
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spelling Scienza, LiviaSouza, Débora de Hollandahttp://lattes.cnpq.br/3640676759708745http://lattes.cnpq.br/4758320842072873517ee361-a6f8-47d7-8e5c-92c6af189a7b2020-12-30T17:53:21Z2020-12-30T17:53:21Z2020-09-25SCIENZA, Livia. Jogos digitais e cognição social de crianças: um estudo experimental. 2020. Dissertação (Mestrado em Psicologia) – Universidade Federal de São Carlos, São Carlos, 2020. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/13607.https://repositorio.ufscar.br/handle/20.500.14289/13607In the last decade, the number of new digital games of various genres has grown a lot, eminently after the creation of game management platforms and after the dissemination of eSports. Digital games, beyond their entertainment purpose, are already used in schools, hospitals, and psychotherapeutic environments as rehabilitation tools and to promote cognitive and behavioral skills. Studies evaluating the impact of this form of media on users have conducted since the popularization of the first games in the 70s. However, the evidence that games can mediate interpersonal relationships, as well as promote or inhibit prosocial and empathic behaviors is still recent. The focus of previous studies was the possible associations with increased aggressive behavior and desensitization to violence. And although most consumers of digital games are young people and adults, the “digital natives” born in this century have immediate access to interactive media. For this reason, many researchers have recently investigated the way in which children and adolescents are affected by these media. In particular, more studies investigating the impact of games on sociocognitive and social skills should be conducted. Following this direction, the present work aimed to investigate a possible relationship between exposure to three categories of digital games (Neutral, Prosocial and Competitive) and prosocial behavior. A second goal was to test possible moderating effects of empathy and theory of mind skills on this relation. Fifty-seven children (9 to 12 years old) participated and were randomly distributed into three groups: G1 = neutral game; G2 = competitive game, G3 = prosocial game. Each group played a different type of video game. Prior to playing the games, all participants were assessed by a social cognition task (Faux Pas Task) and an empathy scale (Bryant's Empathy Scale for Children and Adolescents). Following that and on another day, each participant was invited to play, for 20 minutes, the digital game representative of their category group. Finally, right after playing the game, children were invited to participate in an adapted version of the Dictator's Game that involves the sharing of resources. Games of all categories had a pre-selection stage and were evaluated by 18 judges that were either Psychology undergraduate/ graduate students or university students from a game development outreach group. One game for each category was selected. Analyses did not reveal a significant gender or age effect on empathy scores, theory of mind scores and number of donated stickers. However, a significant age effect (i.e., school year) was found for the number of stickers shared, with older children sharing more stickers than younger ones. Nonetheless, there was a trend toward a significant moderating effect of empathy and theory of mind scores on the relationship between game category and number of stickers shared by the participants. More specifically, playing a prossocial, neutral or competitive videogame for 20 minutes does not necessarily impact the predisposition of children to engage on prossocial behavior. It is possible, nevertheless, that more empathic children with a more developed theory of mind may have an increased predisposition to share stickers compared to other children. Future studies should explore further whether these variables (empathy and theory of mind) or other variables can, in fact, explain part of the variation in prosocial behavior after exposure to different types of digital games. However, the present work contributes to the advancement of this line of research in Brazil as it is the first study to investigate possible effects of three different types of digital game on prosocial behavior in school-age children. The results suggest a promising direction of investigation that should be better explored by researchers in Brazil.Na última década, o número de novos jogos digitais dos mais variados gêneros tem crescido muito, eminentemente com a criação de plataformas de gerenciamento de games e com a difusão dos eSports. Os jogos digitais, para além da finalidade de entretenimento, já estão sendo utilizados em ambiente escolar, hospitalar e psicoterapêutico como ferramentas de reabilitação e para a promoção de habilidades cognitivas e comportamentais. Estudos que avaliem os impactos dessa forma de mídia sobre seus usuários vêm sendo realizados desde a popularização dos primeiros jogos, na década de 1970. No entanto, as evidências de que os games podem mediar relações interpessoais, bem como promover ou inibir comportamentos prossociais e de empatia são recentes. O foco anterior das pesquisas estava mais restrito a possíveis associações com o aumento de comportamento agressivo e a dessensibilização à violência. E, embora a maior parcela dos consumidores de jogos digitais seja composta por jovens e adultos, os “nativos digitais” nascidos neste século possuem, de pronto, acesso às mídias interativas. Por este motivo, muitos pesquisadores têm investigado, mais recentemente, a forma pela qual as crianças e adolescentes são afetados por essas mídias. Em especial, mais estudos investigando o impacto dos games sobre habilidades sociocognitivas e sociais devem ser conduzidos. Nessa direção, este trabalho teve por objetivo investigar uma possível relação entre a exposição a três categorias de games digitais (Neutros, Prossociais e Competitivos) e comportamento prossocial. Um segundo objetivo foi o de testar um possível efeito moderador das habilidades de empatia e de teoria da mente sobre esta relação. O projeto contou com a participação de 57 crianças (9 a 12 anos) distribuídas aleatoriamente em três grupos (G1 = jogo neutro; G2 = jogo competitivo, G3 = jogo prossocial), sendo que as crianças de cada grupo jogaram um tipo de videogame diferente. Previamente à exposição aos games, todos os participantes foram avaliados em uma tarefa de cognição social (Tarefa de Faux Pas) e por uma escala de empatia (Escala de Empatia para Crianças e Adolescentes de Bryant). Na sequência e em outro dia, cada participante foi convidado a jogar um jogo digital, representativo do seu grupo, por 20 minutos. Finalmente, logo após jogarem as crianças foram convidadas a participar de uma versão adaptada do Jogo do Ditador que envolve a partilha de recursos. Os jogos de todas as categorias passaram por uma etapa de pré-seleção e foram avaliados por 18 juízes, alunos de graduação ou pós-graduação da Psicologia e estudantes universitários de um grupo de extensão dedicado ao desenvolvimento de games. Um jogo para cada categoria foi selecionado. As análises não revelaram um efeito significativo de gênero ou idade no que diz respeito aos escores de empatia, teoria da mente e quantidade de adesivos doados. No entanto, foi encontrado um efeito significativo de idade (i.e., ano letivo) na quantidade de adesivos compartilhados, com as crianças mais velhas compartilhando mais adesivos do que as mais novas. Houve, contudo, uma tendência a um efeito moderador significativo das variáveis empatia e escore de teoria da mente sobre a relação entre categoria de jogo e quantidade de vale-adesivos compartilhados pelos participantes. Mais especificamente, o fato de jogar por 20 minutos um jogo prossocial, competitivo ou neutro não influencia necessariamente a predisposição das crianças a se engajar em comportamento prossocial; no entanto, é possível que as crianças mais empáticas e com uma teoria da mente mais desenvolvida possam ter essa predisposição aumentada em comparação a outras crianças. Estudos futuros devem explorar melhor se essas variáveis (empatia e teoria da mente) ou outras podem, de fato, explicar parte da variação em comportamento prossocial após a exposição a diferentes tipos de jogos digitais. Mas o presente trabalho contribui para o avanço dessa linha de pesquisa no Brasil por ser o primeiro a investigar possíveis efeitos de três diferentes tipos de jogo digital sobre comportamento prossocial em crianças em idade escolar. Os resultados apontam para uma linha de investigação promissora e que deve ser mais bem explorada por pesquisadores no país.Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)CNPq: 465686/2014-1CAPES: #8887.136407/2017-00FAPESP: 2018/03936-0FAPESP: 2014/50909-8porUniversidade Federal de São CarlosCâmpus São CarlosPrograma de Pós-Graduação em Psicologia - PPGPsiUFSCarAttribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/info:eu-repo/semantics/openAccessVideogamesEmpatiaTeoria da menteCriançasEmpathyTheory of mindChildrenCIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO::PROCESSOS PERCEPTUAIS E COGNITIVOS; DESENVOLVIMENTOJogos digitais e cognição social de crianças: um estudo experimentalDigital games and children's social cognition: an experimental studyinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis6006005c6eb175-263b-4b65-82f9-4addf06b7a36reponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARORIGINALJogos Digitais e Cognição Social de Crianças - Um Estudo Experimental - Livia Scienza.pdfJogos Digitais e Cognição Social de Crianças - Um Estudo Experimental - Livia Scienza.pdfDissertação de Mestradoapplication/pdf1771392https://repositorio.ufscar.br/bitstreams/bec82c8a-9987-4b96-ae23-f2057711afb0/download1dc6bf99cb0e28897db4055c242d1673MD51trueAnonymousREADCarta-comprovante de versao definitiva_PPGPsi (2)[9105][9469].pdfCarta-comprovante de versao definitiva_PPGPsi (2)[9105][9469].pdfCarta Comprovante de Versão Definitivaapplication/pdf197682https://repositorio.ufscar.br/bitstreams/7f0e6136-5563-4101-8a97-9b271cde1d60/download79212d56432320ae28df8478787f15f9MD53falseAnonymousREADCC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; charset=utf-8811https://repositorio.ufscar.br/bitstreams/fbd00812-320a-467c-b85a-d813096ec4c8/downloade39d27027a6cc9cb039ad269a5db8e34MD54falseAnonymousREADTEXTJogos Digitais e Cognição Social de Crianças - Um Estudo Experimental - Livia Scienza.pdf.txtJogos Digitais e Cognição Social de Crianças - Um Estudo Experimental - Livia Scienza.pdf.txtExtracted texttext/plain141720https://repositorio.ufscar.br/bitstreams/ac6f0185-8648-41ef-800c-b4534d43af13/downloada97ba8889b85aab14b2a871c30a7094aMD59falseAnonymousREADCarta-comprovante de versao definitiva_PPGPsi (2)[9105][9469].pdf.txtCarta-comprovante de versao definitiva_PPGPsi (2)[9105][9469].pdf.txtExtracted texttext/plain1175https://repositorio.ufscar.br/bitstreams/192740d4-b5be-48be-87a7-3523f40c558f/downloada87b4e3f999f0f110b89581e31108721MD511falseAnonymousREADTHUMBNAILJogos Digitais e Cognição Social de Crianças - Um Estudo Experimental - Livia Scienza.pdf.jpgJogos Digitais e Cognição Social de Crianças - Um Estudo Experimental - Livia Scienza.pdf.jpgIM Thumbnailimage/jpeg2236https://repositorio.ufscar.br/bitstreams/1d2ad907-9489-42ce-9b53-5af58d2bf464/download56495c9a39f4c977a736723a40b5d0c1MD510falseAnonymousREADCarta-comprovante de versao definitiva_PPGPsi (2)[9105][9469].pdf.jpgCarta-comprovante de versao definitiva_PPGPsi (2)[9105][9469].pdf.jpgIM Thumbnailimage/jpeg4660https://repositorio.ufscar.br/bitstreams/bb29d06e-a41e-4ac2-972a-2245a587ad56/download6d4a28946f6295f63bc86494aa958bcdMD512falseAnonymousREAD20.500.14289/136072025-02-05 18:36:03.395http://creativecommons.org/licenses/by-nc-nd/3.0/br/Attribution-NonCommercial-NoDerivs 3.0 Brazilopen.accessoai:repositorio.ufscar.br:20.500.14289/13607https://repositorio.ufscar.brRepositório InstitucionalPUBhttps://repositorio.ufscar.br/oai/requestrepositorio.sibi@ufscar.bropendoar:43222025-02-05T21:36:03Repositório Institucional da UFSCAR - Universidade Federal de São Carlos (UFSCAR)false
dc.title.por.fl_str_mv Jogos digitais e cognição social de crianças: um estudo experimental
dc.title.alternative.eng.fl_str_mv Digital games and children's social cognition: an experimental study
title Jogos digitais e cognição social de crianças: um estudo experimental
spellingShingle Jogos digitais e cognição social de crianças: um estudo experimental
Scienza, Livia
Videogames
Empatia
Teoria da mente
Crianças
Empathy
Theory of mind
Children
CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO::PROCESSOS PERCEPTUAIS E COGNITIVOS; DESENVOLVIMENTO
title_short Jogos digitais e cognição social de crianças: um estudo experimental
title_full Jogos digitais e cognição social de crianças: um estudo experimental
title_fullStr Jogos digitais e cognição social de crianças: um estudo experimental
title_full_unstemmed Jogos digitais e cognição social de crianças: um estudo experimental
title_sort Jogos digitais e cognição social de crianças: um estudo experimental
author Scienza, Livia
author_facet Scienza, Livia
author_role author
dc.contributor.authorlattes.por.fl_str_mv http://lattes.cnpq.br/4758320842072873
dc.contributor.author.fl_str_mv Scienza, Livia
dc.contributor.advisor1.fl_str_mv Souza, Débora de Hollanda
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/3640676759708745
dc.contributor.authorID.fl_str_mv 517ee361-a6f8-47d7-8e5c-92c6af189a7b
contributor_str_mv Souza, Débora de Hollanda
dc.subject.por.fl_str_mv Videogames
Empatia
Teoria da mente
Crianças
topic Videogames
Empatia
Teoria da mente
Crianças
Empathy
Theory of mind
Children
CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO::PROCESSOS PERCEPTUAIS E COGNITIVOS; DESENVOLVIMENTO
dc.subject.eng.fl_str_mv Empathy
Theory of mind
Children
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::PSICOLOGIA::PSICOLOGIA DO DESENVOLVIMENTO HUMANO::PROCESSOS PERCEPTUAIS E COGNITIVOS; DESENVOLVIMENTO
description In the last decade, the number of new digital games of various genres has grown a lot, eminently after the creation of game management platforms and after the dissemination of eSports. Digital games, beyond their entertainment purpose, are already used in schools, hospitals, and psychotherapeutic environments as rehabilitation tools and to promote cognitive and behavioral skills. Studies evaluating the impact of this form of media on users have conducted since the popularization of the first games in the 70s. However, the evidence that games can mediate interpersonal relationships, as well as promote or inhibit prosocial and empathic behaviors is still recent. The focus of previous studies was the possible associations with increased aggressive behavior and desensitization to violence. And although most consumers of digital games are young people and adults, the “digital natives” born in this century have immediate access to interactive media. For this reason, many researchers have recently investigated the way in which children and adolescents are affected by these media. In particular, more studies investigating the impact of games on sociocognitive and social skills should be conducted. Following this direction, the present work aimed to investigate a possible relationship between exposure to three categories of digital games (Neutral, Prosocial and Competitive) and prosocial behavior. A second goal was to test possible moderating effects of empathy and theory of mind skills on this relation. Fifty-seven children (9 to 12 years old) participated and were randomly distributed into three groups: G1 = neutral game; G2 = competitive game, G3 = prosocial game. Each group played a different type of video game. Prior to playing the games, all participants were assessed by a social cognition task (Faux Pas Task) and an empathy scale (Bryant's Empathy Scale for Children and Adolescents). Following that and on another day, each participant was invited to play, for 20 minutes, the digital game representative of their category group. Finally, right after playing the game, children were invited to participate in an adapted version of the Dictator's Game that involves the sharing of resources. Games of all categories had a pre-selection stage and were evaluated by 18 judges that were either Psychology undergraduate/ graduate students or university students from a game development outreach group. One game for each category was selected. Analyses did not reveal a significant gender or age effect on empathy scores, theory of mind scores and number of donated stickers. However, a significant age effect (i.e., school year) was found for the number of stickers shared, with older children sharing more stickers than younger ones. Nonetheless, there was a trend toward a significant moderating effect of empathy and theory of mind scores on the relationship between game category and number of stickers shared by the participants. More specifically, playing a prossocial, neutral or competitive videogame for 20 minutes does not necessarily impact the predisposition of children to engage on prossocial behavior. It is possible, nevertheless, that more empathic children with a more developed theory of mind may have an increased predisposition to share stickers compared to other children. Future studies should explore further whether these variables (empathy and theory of mind) or other variables can, in fact, explain part of the variation in prosocial behavior after exposure to different types of digital games. However, the present work contributes to the advancement of this line of research in Brazil as it is the first study to investigate possible effects of three different types of digital game on prosocial behavior in school-age children. The results suggest a promising direction of investigation that should be better explored by researchers in Brazil.
publishDate 2020
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identifier_str_mv SCIENZA, Livia. Jogos digitais e cognição social de crianças: um estudo experimental. 2020. Dissertação (Mestrado em Psicologia) – Universidade Federal de São Carlos, São Carlos, 2020. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/13607.
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