O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas

Detalhes bibliográficos
Ano de defesa: 2017
Autor(a) principal: GONÇALVES, Samuelle Gonçalves e lattes
Orientador(a): PINHEIRO, Karen Amaral Tavares lattes
Banca de defesa: PINHEIRO, Ricardo Tavares lattes, BONNATI, Mariana
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Catolica de Pelotas
Programa de Pós-Graduação: Mestrado Profissional em Saude da Mulher, Crianca e Adolescente#
#1226144014057163939#
#600
Departamento: Centro de Ciencias da Saude#
#-7432574962795991241#
#600
País: Brasil
Palavras-chave em Português:
Área do conhecimento CNPq:
Link de acesso: http://tede.ucpel.edu.br:8080/jspui/handle/tede/634
Resumo: Electronic games are nowadays one of the forms of leisure most used by Young people around the world due to technological advances in the field of computer science. This change of behavior, bring the question whether electronic games can be beneficial or harmful to them. This volume presents a cross-sectional study that aimed to evaluate the prevalence of abusive use of electronic games and associated factors in high school students in the urban area of the city of Pelotas, RS. A self-administered questionnaire containing socio-demographic questions, the Game Addiction Scale (GAS), to measure the dependence on electronic games and the Self-Reporting Questionnaire (SRQ-20) for screening common mental disorders. The schools were selected by a draw based on the list obtained in the State Education Secretariat, of which all high school classes were invited to participate, with parental authorization for those under 18 years old, totaling 450 students. Our data showed a prevalence of significant abuse of games, being associated with males, school repetition and manifesting common mental disorders These results lead us to believe that the high prevalence of abuse of games is associated with lower school performance and the presence of common mental disorders.More deeply investigations are necessary to undertand this phenomen, since it may be one of the determinants for not achieving complete well-being physical, mental and social development of these young people.
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spelling PINHEIRO, Karen Amaral Tavareshttp://lattes.cnpq.br/1890638995246800PINHEIRO, Ricardo Tavareshttp://lattes.cnpq.br/4881638668585444BONNATI, Marianahttp://lattes.cnpq.br/3911475644164063GONÇALVES, Samuelle Gonçalves e2017-10-26T13:41:59Z2017-02-16GONÇALVES, Samuelle Gonçalves e. O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas. 2017. 60f. Dissertação( Mestrado Profissional em Saude da Mulher, Crianca e Adolescente) - Universidade Catolica de Pelotas, Pelotas.http://tede.ucpel.edu.br:8080/jspui/handle/tede/634Electronic games are nowadays one of the forms of leisure most used by Young people around the world due to technological advances in the field of computer science. This change of behavior, bring the question whether electronic games can be beneficial or harmful to them. This volume presents a cross-sectional study that aimed to evaluate the prevalence of abusive use of electronic games and associated factors in high school students in the urban area of the city of Pelotas, RS. A self-administered questionnaire containing socio-demographic questions, the Game Addiction Scale (GAS), to measure the dependence on electronic games and the Self-Reporting Questionnaire (SRQ-20) for screening common mental disorders. The schools were selected by a draw based on the list obtained in the State Education Secretariat, of which all high school classes were invited to participate, with parental authorization for those under 18 years old, totaling 450 students. Our data showed a prevalence of significant abuse of games, being associated with males, school repetition and manifesting common mental disorders These results lead us to believe that the high prevalence of abuse of games is associated with lower school performance and the presence of common mental disorders.More deeply investigations are necessary to undertand this phenomen, since it may be one of the determinants for not achieving complete well-being physical, mental and social development of these young people.Os jogos eletrônicos são hoje uma das formas de lazer mais utilizadas por adolescentes em todo o mundo devido ao avanço tecnológico na área da informática. Com essa mudança de comportamento surge a dúvida se os jogos eletrônicos podem ser benéficos ou prejudiciais aos adolescentes. Este volume apresenta um estudo de metodologia transversal, que objetivou avaliar a prevalência do uso abusivo de jogos eletrônicos e fatores associados em alunos do ensino médio na zona urbana do município de Pelotas-RS. Foi utilizado um questionário auto aplicado contendo perguntas sócio demográficas, o instrumento Game Addiction Scale (GAS), para medir a dependência de jogos eletrônicos e a escala SelfReporting Questionnaire (SRQ-20) para rastreamento de transtornos mentais comuns. As escolas foram selecionadas por um sorteio com base na lista obtida na Secretaria de Educação Estadual, destas todas as turmas de ensino médio foram convidadas a participar, mediante autorização dos pais para os menores de 18 anos, totalizando 450 estudantes. Nossos dados mostraram uma prevalência de uso abusivo de games significativa, estando este associado ao sexo masculino, repetência escolar e manifestar transtornos mentais comuns Tais resultados nos levam a pensar que a elevada prevalência de uso abusivo de jogos associada ao menor desempenho escolar e a presença de transtornos mentais comuns deve ser investigada mais profundamente, uma vez que poderá ser um dos determinantes para a não obtenção do completo bem-estar físico, mental e social destes jovens.Submitted by Cristiane Chim (cristiane.chim@ucpel.edu.br) on 2017-10-26T13:41:59Z No. of bitstreams: 1 SAMUELLE GONÇALVES E GONÇALVES.pdf: 903144 bytes, checksum: 1ca374c664a9a10be86e0a25dbb4d648 (MD5)Made available in DSpace on 2017-10-26T13:41:59Z (GMT). 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dc.title.por.fl_str_mv O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
title O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
spellingShingle O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
GONÇALVES, Samuelle Gonçalves e
jogos eletrônicos; adolescentes; transtornos mentais
CIENCIAS HUMANAS::PSICOLOGIA#
#3411867255817377423#
#600
title_short O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
title_full O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
title_fullStr O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
title_full_unstemmed O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
title_sort O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas
author GONÇALVES, Samuelle Gonçalves e
author_facet GONÇALVES, Samuelle Gonçalves e
author_role author
dc.contributor.advisor1.fl_str_mv PINHEIRO, Karen Amaral Tavares
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/1890638995246800
dc.contributor.referee1.fl_str_mv PINHEIRO, Ricardo Tavares
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/4881638668585444
dc.contributor.referee2.fl_str_mv BONNATI, Mariana
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/3911475644164063
dc.contributor.author.fl_str_mv GONÇALVES, Samuelle Gonçalves e
contributor_str_mv PINHEIRO, Karen Amaral Tavares
PINHEIRO, Ricardo Tavares
BONNATI, Mariana
dc.subject.por.fl_str_mv jogos eletrônicos; adolescentes; transtornos mentais
topic jogos eletrônicos; adolescentes; transtornos mentais
CIENCIAS HUMANAS::PSICOLOGIA#
#3411867255817377423#
#600
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS::PSICOLOGIA#
#3411867255817377423#
#600
description Electronic games are nowadays one of the forms of leisure most used by Young people around the world due to technological advances in the field of computer science. This change of behavior, bring the question whether electronic games can be beneficial or harmful to them. This volume presents a cross-sectional study that aimed to evaluate the prevalence of abusive use of electronic games and associated factors in high school students in the urban area of the city of Pelotas, RS. A self-administered questionnaire containing socio-demographic questions, the Game Addiction Scale (GAS), to measure the dependence on electronic games and the Self-Reporting Questionnaire (SRQ-20) for screening common mental disorders. The schools were selected by a draw based on the list obtained in the State Education Secretariat, of which all high school classes were invited to participate, with parental authorization for those under 18 years old, totaling 450 students. Our data showed a prevalence of significant abuse of games, being associated with males, school repetition and manifesting common mental disorders These results lead us to believe that the high prevalence of abuse of games is associated with lower school performance and the presence of common mental disorders.More deeply investigations are necessary to undertand this phenomen, since it may be one of the determinants for not achieving complete well-being physical, mental and social development of these young people.
publishDate 2017
dc.date.accessioned.fl_str_mv 2017-10-26T13:41:59Z
dc.date.issued.fl_str_mv 2017-02-16
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dc.identifier.citation.fl_str_mv GONÇALVES, Samuelle Gonçalves e. O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas. 2017. 60f. Dissertação( Mestrado Profissional em Saude da Mulher, Crianca e Adolescente) - Universidade Catolica de Pelotas, Pelotas.
dc.identifier.uri.fl_str_mv http://tede.ucpel.edu.br:8080/jspui/handle/tede/634
identifier_str_mv GONÇALVES, Samuelle Gonçalves e. O uso de jogos eletrônicos em adolescentes do ensino médio em Pelotas. 2017. 60f. Dissertação( Mestrado Profissional em Saude da Mulher, Crianca e Adolescente) - Universidade Catolica de Pelotas, Pelotas.
url http://tede.ucpel.edu.br:8080/jspui/handle/tede/634
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