Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Silva, Naryelle da Rocha lattes
Orientador(a): Carvalho, Danielle Franklin de lattes
Banca de defesa: Medeiros, Carla Campos Muniz lattes, Vianna, Rodrigo Pinheiro de Toledo lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Estadual da Paraíba
Programa de Pós-Graduação: Programa de Pós-Graduação em Saúde Pública - PPGSP
Departamento: Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP
País: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://repositorio.uepb.edu.br/handle/123456789/74584
Resumo: Overweight in childhood and adolescence, coupled with a sedentary lifestyle, has implications that go beyond physical aspects, but can have an impact on the mental health of individuals. The aim of this study was to evaluate the impact of active videogame, with the aid of gamification, on the anxiety and depression of adolescents with overweight or obesity. This was a randomized clinical trial conducted between February and June 2018. The sample consisted of 73 overweight or obese adolescents, divided into two groups (experimental and control), aged between 10 and 17 years, enrolled between the 5th and 9th years of elementary education in public schools in the city of Campina Grande - PB. Socioeconomic, demographic and lifestyle variables, as well as nutritional status (body mass index) and mental health (anxiety and depression) were studied. In order to perform the intervention, the XBOX 360 platform was used with the Kinect accessory (Microsoft®) to allow the user to control and interact only with command of the body movements, causing him to perform physical activity. A general form, the Beck Anxiety Inventory (BAI) and the Beck II Depression Inventory (BDI II) was applied, as well as the measurement of weight and height. In order to increase adolescents' engagement in the intervention activity, a gamification strategy was adopted and adolescent adherence was based on attendance at physical activity sessions as well as supervised activity. The chi-square test was applied to perform a comparative analysis between the socioeconomic and demographic characteristics, related to the style and nutritional status of the adolescents in the two comparison groups, in order to evaluate the randomization procedure. The same test was used to evaluate the effect of the inte rvention between the groups and, finally, the McNemar test was applied to evaluate the effect of intra - group intervention. SPSS version 22.0 was used and a significance level of 5% was adopted. The study was approved by the Ethics Committee in Research, CAAE: 84019518.3.0000.5187, was registered in Clinical Trials (NCT03532659) and REBEC (RBR- 2xn3g6). As a result, no statistically significant changes were observed in anxiety and depression levels before and after the intervention. In the experimental group, there was a decrease in the percentage of adolescents with moderate / severe depression after the intervention (57.9% to 52.9%), unlike the control group, where an increase was observed (42 , 1 for 47.1%), however these variations were not statistically significant. No changes were noted in the occurrence of anxiety and depression due to the proposed intervention. It is believed that longer periods of activity, as well as the association of psychological intervention, could bring better results.
id UEPB-2_e689bf355ab0bacc0a804ee594ac0cb5
oai_identifier_str oai:repositorio.uepb.edu.br:123456789/74584
network_acronym_str UEPB-2
network_name_str Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
repository_id_str
spelling 2019-10-10T14:02:21Z2026-03-02T13:46:33Z2019-03-08SILVA, N. da R. Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado. 2019. 83f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2019.https://repositorio.uepb.edu.br/handle/123456789/7458424004014009P4Overweight in childhood and adolescence, coupled with a sedentary lifestyle, has implications that go beyond physical aspects, but can have an impact on the mental health of individuals. The aim of this study was to evaluate the impact of active videogame, with the aid of gamification, on the anxiety and depression of adolescents with overweight or obesity. This was a randomized clinical trial conducted between February and June 2018. The sample consisted of 73 overweight or obese adolescents, divided into two groups (experimental and control), aged between 10 and 17 years, enrolled between the 5th and 9th years of elementary education in public schools in the city of Campina Grande - PB. Socioeconomic, demographic and lifestyle variables, as well as nutritional status (body mass index) and mental health (anxiety and depression) were studied. In order to perform the intervention, the XBOX 360 platform was used with the Kinect accessory (Microsoft®) to allow the user to control and interact only with command of the body movements, causing him to perform physical activity. A general form, the Beck Anxiety Inventory (BAI) and the Beck II Depression Inventory (BDI II) was applied, as well as the measurement of weight and height. In order to increase adolescents' engagement in the intervention activity, a gamification strategy was adopted and adolescent adherence was based on attendance at physical activity sessions as well as supervised activity. The chi-square test was applied to perform a comparative analysis between the socioeconomic and demographic characteristics, related to the style and nutritional status of the adolescents in the two comparison groups, in order to evaluate the randomization procedure. The same test was used to evaluate the effect of the inte rvention between the groups and, finally, the McNemar test was applied to evaluate the effect of intra - group intervention. SPSS version 22.0 was used and a significance level of 5% was adopted. The study was approved by the Ethics Committee in Research, CAAE: 84019518.3.0000.5187, was registered in Clinical Trials (NCT03532659) and REBEC (RBR- 2xn3g6). As a result, no statistically significant changes were observed in anxiety and depression levels before and after the intervention. In the experimental group, there was a decrease in the percentage of adolescents with moderate / severe depression after the intervention (57.9% to 52.9%), unlike the control group, where an increase was observed (42 , 1 for 47.1%), however these variations were not statistically significant. No changes were noted in the occurrence of anxiety and depression due to the proposed intervention. It is believed that longer periods of activity, as well as the association of psychological intervention, could bring better results.O excesso de peso na fase da infância e adolescência, associado a uma vida sedentária, tem implicações que extrapolam os aspectos físicos, mas podem repercutir na saúde mental dos indivíduos. O objetivo deste estudo foi avaliar o impacto do videogame ativo, com auxílio da gamificação, sobre a ansiedade e depressão de adolescentes com sobrepeso ou obesidade. Trata-se de um ensaio clínico randomizado realizado entre fevereiro e junho de 2018. A amostra foi composta por 73 adolescentes com sobrepeso ou obesidade, distribuídos em dois grupos (experimental e controle), na faixa etária entre 10 e 17 anos, matriculados entre o 5º e o 9º ano do ensino fundamental de escolas públicas do município de Campina Grande – PB. Foram estudadas variáveis socioeconômicas, demográficas e de estilo de vida, além do estado nutricional (índice de massa corporal) e da saúde mental (ansiedade e depressão). Para realização da intervenção foi utilizada a plataforma XBOX 360, com o acessório Kinect (Microsoft®) a fim de possibilitar o usuário controlar e interagir apenas com comando dos movimentos corporais, fazendo com que ele realizasse atividade física. Foi aplicado um formulário geral, o Inventário de Ansiedade de Beck (BAI) e o Inventário de Depressão de Beck II (BDI II), além da aferição do peso e estatura. Para aumentar o engajamento dos adolescentes na atividade de intervenção adotou-se uma estratégia de gamificação e a adesão do adolescente foi baseada na frequência de comparecimento às sessões de atividade física, bem como na realização da atividade supervisionada. Aplicou-se o teste do qui-quadrado para realizar uma análise comparativa entre as características socioeconômicas e demográficas , relativas ao estilo e o estado nutricional dos adolescentes nos dois grupos de comparação, a fim de avaliar o procedimento de randomização. O mesmo teste foi utilizado para avaliar o efeito da intervenção entre os grupos e, por fim, aplicou-se o teste de McNemar para avaliar o efeito da intervenção intra grupos. Utilizou-se SPSS versão 22.0 e adotou-se nível de significância de 5%. O estudo foi aprovado pelo Comitê de Ética em Pesquisa, CAAE: 84019518.3.0000.5187, foi registrado no Clinical Trials (NCT03532659) e REBEC ( RBR- 2xn3g6). Como resultado, não foram observadas mudanças estatisticamente significativas nos níveis de ansiedade e depressão antes e após a intervenção. Pôde-se verificar, no grupo experimental, uma diminuição no percentual de adolescentes com grau moderado/severo de depressão depois da intervençãovideogame (57,9 para 52,9%), ao contrário do grupo controle, em que foi notado um aumento (42,1 para 47,1%), entretanto essas variações não foram estatisticamente significantes. Não foram notadas alterações na ocorrência de ansiedade e depressão em função da intervenção proposta. Acredita-se que períodos maiores da atividade bem como a associação de intervenção psicológica, pudessem trazer melhores resultados.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfUniversidade Estadual da ParaíbaPrograma de Pós-Graduação em Saúde Pública - PPGSPUEPBBRPró-Reitoria de Pós-Graduação e Pesquisa - PRPGPPhysical activityDepressionAnxietyPediatric obesitySAUDE COLETIVAAtividade físicaDepressãoAnsiedadeObesidade pediátricaImpacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizadoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisMedeiros, Carla Campos Munizhttp://lattes.cnpq.br/6730680514230870Vianna, Rodrigo Pinheiro de Toledohttp://lattes.cnpq.br/3915051035089861Carvalho, Danielle Franklin dehttp://lattes.cnpq.br/8539437540131131http://lattes.cnpq.br/9775906980948830Silva, Naryelle da Rochainfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Estadual da Paraíba (UEPB)instname:Universidade Estadual da Paraíba (UEPB)instacron:UEPBLICENSElicense.txtlicense.txttext/plain; charset=utf-81960https://repositorio.uepb.edu.br/bitstreams/5da7df3d-8929-4583-80f6-da3cb596a625/download6052ae61e77222b2086e666b7ae213ceMD51falseAnonymousREADlicense.txtlicense.txttext/plain; charset=utf-81324https://repositorio.uepb.edu.br/bitstreams/1459edfe-4e8f-4bbe-9d4b-e30bc79be1ca/downloadea12793326f265c7d8ea2bcdd2c49d6fMD55falseAnonymousREADORIGINALPDF - Naryelle da Rocha Silva.pdfPDF - Naryelle da Rocha Silva.pdfPDF - Naryelle da Rocha Silvaapplication/pdf2695891https://repositorio.uepb.edu.br/bitstreams/be41d015-745a-4fca-921d-ebdf9e0ae02c/downloade779374821f98b149b306561b9b1d9d9MD52trueAnonymousREADTEXTPDF - Naryelle da Rocha Silva.pdf.txtPDF - Naryelle da Rocha Silva.pdf.txtExtracted Texttext/plain116646https://repositorio.uepb.edu.br/bitstreams/da5cc421-f686-4925-accd-a777bc839980/downloadaa17d22629c8c3851c260d99998500d6MD53falseAnonymousREADTHUMBNAILPDF - Naryelle da Rocha Silva.pdf.jpgPDF - Naryelle da Rocha Silva.pdf.jpgGenerated Thumbnailimage/jpeg3192https://repositorio.uepb.edu.br/bitstreams/e98cd101-2e91-407d-bfb8-bb9bf021a82c/download1e3daeab206ba8121e9d238e0b9b178eMD54falseAnonymousREAD123456789/745842026-04-30T14:09:05.872211Zopen.accessoai:repositorio.uepb.edu.br:123456789/74584https://repositorio.uepb.edu.brRepositório InstitucionalPUBhttp://dspace.bc.uepb.edu.br/oai/requestsibuepb@setor.uepb.edu.bropendoar:2026-04-30T14:09:05Repositório Institucional da Universidade Estadual da Paraíba (UEPB) - Universidade Estadual da Paraíba (UEPB)falseTElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvciAoZXMpIG91IG8gdGl0dWxhciBkb3MgZGlyZWl0b3MgZGUgYXV0b3IpIGNvbmNlZGUgw6AgVW5pdmVyc2lkYWRlIApFc3RhZHVhbCBkYSBQYXJhw61iYSBvIGRpcmVpdG8gbsOjby1leGNsdXNpdm8gZGUgcmVwcm9kdXppciwgIHRyYWR1emlyIChjb25mb3JtZSBkZWZpbmlkbyBhYmFpeG8pLCBlL291IApkaXN0cmlidWlyIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyAoaW5jbHVpbmRvIG8gcmVzdW1vKSBwb3IgdG9kbyBvIG11bmRvIG5vIGZvcm1hdG8gaW1wcmVzc28gZSBlbGV0csO0bmljbyBlIAplbSBxdWFscXVlciBtZWlvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVFUEIgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyAKcGFyYSBxdWFscXVlciBtZWlvIG91IGZvcm1hdG8gcGFyYSBmaW5zIGRlIHByZXNlcnZhw6fDo28uCgpWb2PDqiB0YW1iw6ltIGNvbmNvcmRhIHF1ZSBhIFVFUEIgcG9kZSBtYW50ZXIgbWFpcyBkZSB1bWEgY8OzcGlhIGRhIHN1YSB0ZXNlIG91IApkaXNzZXJ0YcOnw6NvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrdXAgZSBwcmVzZXJ2YcOnw6NvLgoKVm9jw6ogZGVjbGFyYSBxdWUgYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIMOpIG9yaWdpbmFsIGUgcXVlIHZvY8OqIHRlbSBvIHBvZGVyIGRlIGNvbmNlZGVyIG9zIGRpcmVpdG9zIGNvbnRpZG9zIApuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0byBkYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIG7Do28sIHF1ZSBzZWphIGRlIHNldSAKY29uaGVjaW1lbnRvLCBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIGNvbnRlbmhhIG1hdGVyaWFsIHF1ZSB2b2PDqiBuw6NvIHBvc3N1aSBhIHRpdHVsYXJpZGFkZSBkb3MgZGlyZWl0b3MgYXV0b3JhaXMsIHZvY8OqIApkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVUVQQiAKb3MgZGlyZWl0b3MgYXByZXNlbnRhZG9zIG5lc3RhIGxpY2Vuw6dhLCBlIHF1ZSBlc3NlIG1hdGVyaWFsIGRlIHByb3ByaWVkYWRlIGRlIHRlcmNlaXJvcyBlc3TDoSBjbGFyYW1lbnRlIAppZGVudGlmaWNhZG8gZSByZWNvbmhlY2lkbyBubyB0ZXh0byBvdSBubyBjb250ZcO6ZG8gZGEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIG9yYSBkZXBvc2l0YWRhLgoKQ0FTTyBBIFRFU0UgT1UgRElTU0VSVEHDh8ODTyBPUkEgREVQT1NJVEFEQSBURU5IQSBTSURPIFJFU1VMVEFETyBERSBVTSBQQVRST0PDjU5JTyBPVSAKQVBPSU8gREUgVU1BIEFHw4pOQ0lBIERFIEZPTUVOVE8gT1UgT1VUUk8gT1JHQU5JU01PIFFVRSBOw4NPIFNFSkEgQSBVRVBCLCAKVk9Dw4ogREVDTEFSQSBRVUUgUkVTUEVJVE9VIFRPRE9TIEUgUVVBSVNRVUVSIERJUkVJVE9TIERFIFJFVklTw4NPIENPTU8gVEFNQsOJTSBBUyAKREVNQUlTIE9CUklHQcOHw5VFUyBFWElHSURBUyBQT1IgQ09OVFJBVE8gT1UgQUNPUkRPLgoKQSBVRVBCIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUgKHMpIG91IG8ocykgbm9tZShzKSBkbyhzKSAKZGV0ZW50b3IoZXMpIGRvcyBkaXJlaXRvcyBhdXRvcmFpcyBkYSB0ZXNlIG91IGRpc3NlcnRhw6fDo28sIGUgbsOjbyBmYXLDoSBxdWFscXVlciBhbHRlcmHDp8OjbywgYWzDqW0gZGFxdWVsYXMgCmNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuCg==
dc.title.none.fl_str_mv Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
title Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
spellingShingle Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
Silva, Naryelle da Rocha
Physical activity
Depression
Anxiety
Pediatric obesity
SAUDE COLETIVA
Atividade física
Depressão
Ansiedade
Obesidade pediátrica
title_short Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
title_full Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
title_fullStr Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
title_full_unstemmed Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
title_sort Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado
author Silva, Naryelle da Rocha
author_facet Silva, Naryelle da Rocha
author_role author
dc.contributor.referee1.fl_str_mv Medeiros, Carla Campos Muniz
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/6730680514230870
dc.contributor.referee2.fl_str_mv Vianna, Rodrigo Pinheiro de Toledo
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/3915051035089861
dc.contributor.advisor1.fl_str_mv Carvalho, Danielle Franklin de
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8539437540131131
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/9775906980948830
dc.contributor.author.fl_str_mv Silva, Naryelle da Rocha
contributor_str_mv Medeiros, Carla Campos Muniz
Vianna, Rodrigo Pinheiro de Toledo
Carvalho, Danielle Franklin de
dc.subject.eng.fl_str_mv Physical activity
Depression
Anxiety
Pediatric obesity
topic Physical activity
Depression
Anxiety
Pediatric obesity
SAUDE COLETIVA
Atividade física
Depressão
Ansiedade
Obesidade pediátrica
dc.subject.cnpq.fl_str_mv SAUDE COLETIVA
dc.subject.por.fl_str_mv Atividade física
Depressão
Ansiedade
Obesidade pediátrica
description Overweight in childhood and adolescence, coupled with a sedentary lifestyle, has implications that go beyond physical aspects, but can have an impact on the mental health of individuals. The aim of this study was to evaluate the impact of active videogame, with the aid of gamification, on the anxiety and depression of adolescents with overweight or obesity. This was a randomized clinical trial conducted between February and June 2018. The sample consisted of 73 overweight or obese adolescents, divided into two groups (experimental and control), aged between 10 and 17 years, enrolled between the 5th and 9th years of elementary education in public schools in the city of Campina Grande - PB. Socioeconomic, demographic and lifestyle variables, as well as nutritional status (body mass index) and mental health (anxiety and depression) were studied. In order to perform the intervention, the XBOX 360 platform was used with the Kinect accessory (Microsoft®) to allow the user to control and interact only with command of the body movements, causing him to perform physical activity. A general form, the Beck Anxiety Inventory (BAI) and the Beck II Depression Inventory (BDI II) was applied, as well as the measurement of weight and height. In order to increase adolescents' engagement in the intervention activity, a gamification strategy was adopted and adolescent adherence was based on attendance at physical activity sessions as well as supervised activity. The chi-square test was applied to perform a comparative analysis between the socioeconomic and demographic characteristics, related to the style and nutritional status of the adolescents in the two comparison groups, in order to evaluate the randomization procedure. The same test was used to evaluate the effect of the inte rvention between the groups and, finally, the McNemar test was applied to evaluate the effect of intra - group intervention. SPSS version 22.0 was used and a significance level of 5% was adopted. The study was approved by the Ethics Committee in Research, CAAE: 84019518.3.0000.5187, was registered in Clinical Trials (NCT03532659) and REBEC (RBR- 2xn3g6). As a result, no statistically significant changes were observed in anxiety and depression levels before and after the intervention. In the experimental group, there was a decrease in the percentage of adolescents with moderate / severe depression after the intervention (57.9% to 52.9%), unlike the control group, where an increase was observed (42 , 1 for 47.1%), however these variations were not statistically significant. No changes were noted in the occurrence of anxiety and depression due to the proposed intervention. It is believed that longer periods of activity, as well as the association of psychological intervention, could bring better results.
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-10-10T14:02:21Z
2026-03-02T13:46:33Z
dc.date.issued.fl_str_mv 2019-03-08
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv SILVA, N. da R. Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado. 2019. 83f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2019.
dc.identifier.uri.fl_str_mv https://repositorio.uepb.edu.br/handle/123456789/74584
dc.identifier.capesdegreeprogramcode.none.fl_str_mv 24004014009P4
identifier_str_mv SILVA, N. da R. Impacto do videogame ativo sobre a ansiedade e depressão de adolescentes com excesso de peso: Ensaio clínico randomizado. 2019. 83f. Dissertação (Programa de Pós-Graduação em Saúde Pública - PPGSP) - Universidade Estadual da Paraíba, Campina Grande, 2019.
24004014009P4
url https://repositorio.uepb.edu.br/handle/123456789/74584
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual da Paraíba
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Saúde Pública - PPGSP
dc.publisher.initials.fl_str_mv UEPB
dc.publisher.country.fl_str_mv BR
dc.publisher.department.fl_str_mv Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP
publisher.none.fl_str_mv Universidade Estadual da Paraíba
dc.source.none.fl_str_mv reponame:Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
instname:Universidade Estadual da Paraíba (UEPB)
instacron:UEPB
instname_str Universidade Estadual da Paraíba (UEPB)
instacron_str UEPB
institution UEPB
reponame_str Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
collection Repositório Institucional da Universidade Estadual da Paraíba (UEPB)
bitstream.url.fl_str_mv https://repositorio.uepb.edu.br/bitstreams/5da7df3d-8929-4583-80f6-da3cb596a625/download
https://repositorio.uepb.edu.br/bitstreams/1459edfe-4e8f-4bbe-9d4b-e30bc79be1ca/download
https://repositorio.uepb.edu.br/bitstreams/be41d015-745a-4fca-921d-ebdf9e0ae02c/download
https://repositorio.uepb.edu.br/bitstreams/da5cc421-f686-4925-accd-a777bc839980/download
https://repositorio.uepb.edu.br/bitstreams/e98cd101-2e91-407d-bfb8-bb9bf021a82c/download
bitstream.checksum.fl_str_mv 6052ae61e77222b2086e666b7ae213ce
ea12793326f265c7d8ea2bcdd2c49d6f
e779374821f98b149b306561b9b1d9d9
aa17d22629c8c3851c260d99998500d6
1e3daeab206ba8121e9d238e0b9b178e
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
MD5
repository.name.fl_str_mv Repositório Institucional da Universidade Estadual da Paraíba (UEPB) - Universidade Estadual da Paraíba (UEPB)
repository.mail.fl_str_mv sibuepb@setor.uepb.edu.br
_version_ 1865082755917807616