Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19
| Ano de defesa: | 2022 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | , |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Universidade Federal do Espírito Santo
Mestrado em Psicologia |
| Programa de Pós-Graduação: |
Programa de Pós-Graduação em Psicologia
|
| Departamento: |
Centro de Ciências Humanas e Naturais
|
| País: |
BR
|
| Palavras-chave em Português: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | http://repositorio.ufes.br/handle/10/12546 |
Resumo: | When COVID-19 became a global health problem, little was known about the virus. Initially the main measures to combat the proliferation of the virus were social distancing measures, until vaccines were developed and mass vaccination began. This entire period was accompanied by many stressors and the basic psychological needs for autonomy, competence and relatedness, which directly affect the well-being of individuals, seem to have been affected by this pandemic context. Games, in this scenario, could become attractive for being able to satisfy basic psychological needs that everyday life could not. The tabletop role-playing game is played in groups, is collaborative, interactive and provides a collective construction of a social world. Its characteristics make it a game that seems to have a lot to contribute in terms of satisfying these needs, so the objective of this research was to investigate the systematic practice of tabletop RPGs and its relationship with basic psychological needs during the COVID-19 pandemic period through Self-Determination Theory. The research was divided into three phases and to participate in the next phase it was necessary to have participated in the previous phase, all participants played tabletop RPG with some frequency. A questionnaire was used in the first phase, in the second phase The Basic Psychological Need Satisfaction and Frustration Scale and the Ubisoft Perceived Experience Questionnaire and Problem Videogame Playing was used, and a semi-structured interview was used in the third phase. The results seems to indicate that the practice of tabletop RPG helped to satisfy basic psychological needs, especially the relatedness, and helped to minimize the effects of stressors caused by this period. It is hoped that this research can contribute to studies on potential benefits of playing games on well-being in times of crisis. |
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Rossetti, Claudia Broettohttps://orcid.org/0000-0002-1095-0638http://lattes.cnpq.br/5611159987021203Braga, Ana Carolina Martinshttps://orcid.org/http://lattes.cnpq.br/Pylro, Simone Chabudeehttps://orcid.org/0000-0002-8911-0980http://lattes.cnpq.br/8519231193587866Anna, Hugo Cristo Santhttps://orcid.org/0000000348906728http://lattes.cnpq.br/56570511157399552024-05-29T20:55:25Z2024-05-29T20:55:25Z2022-09-22When COVID-19 became a global health problem, little was known about the virus. Initially the main measures to combat the proliferation of the virus were social distancing measures, until vaccines were developed and mass vaccination began. This entire period was accompanied by many stressors and the basic psychological needs for autonomy, competence and relatedness, which directly affect the well-being of individuals, seem to have been affected by this pandemic context. Games, in this scenario, could become attractive for being able to satisfy basic psychological needs that everyday life could not. The tabletop role-playing game is played in groups, is collaborative, interactive and provides a collective construction of a social world. Its characteristics make it a game that seems to have a lot to contribute in terms of satisfying these needs, so the objective of this research was to investigate the systematic practice of tabletop RPGs and its relationship with basic psychological needs during the COVID-19 pandemic period through Self-Determination Theory. The research was divided into three phases and to participate in the next phase it was necessary to have participated in the previous phase, all participants played tabletop RPG with some frequency. A questionnaire was used in the first phase, in the second phase The Basic Psychological Need Satisfaction and Frustration Scale and the Ubisoft Perceived Experience Questionnaire and Problem Videogame Playing was used, and a semi-structured interview was used in the third phase. The results seems to indicate that the practice of tabletop RPG helped to satisfy basic psychological needs, especially the relatedness, and helped to minimize the effects of stressors caused by this period. It is hoped that this research can contribute to studies on potential benefits of playing games on well-being in times of crisis.Quando a COVID-19 se tornou um problema de saúde mundial, pouco se conhecia sobre o vírus. Antes do desenvolvimento das vacinas, as principais medidas para combater a sua proliferação foram as medidas de distanciamento social. Todo esse período foi acompanhado de muitos agentes estressores e as necessidades psicológicas básicas de autonomia, de competência e de pertencimento, que repercutem diretamente no bem-estar dos indivíduos, pareceram ter sido afetadas por esse contexto de pandemia. Jogos, nesse cenário, podem ter se tornado atrativos por conseguir satisfazer necessidades psicológicas básicas que a vida cotidiana não conseguia. O role- playing game (RPG) de mesa é jogado em grupo, é colaborativo, é interativo e proporciona uma construção coletiva de um mundo social. Suas características o tornam um jogo que parece ter muito a contribuir na satisfação dessas necessidades, por isso o objetivo dessa pesquisa foi investigar a prática sistemática do RPG de mesa e sua relação com as necessidades psicológicas básicas durante o período de pandemia da COVID-19, à luz da Teoria das Necessidades Psicológicas Básicas que integra a Teoria da Autodeterminação. A pesquisa foi dividida em três fases, todos os seus participantes jogavam RPG de mesa e, para participar da fase seguinte, foi necessário ter participado da fase anterior. Foi utilizado um questionário na primeira fase, foi utilizado um questionário, a The Basic Psychological Need Satisfaction and Frustration Scale, a Ubisoft Perceived Experience Questionnaire e a Problem Videogame Playing na segunda fase, e foi realizada uma entrevista semiestruturada na terceira fase. Os resultados pareceram indicar que a prática do RPG de mesa ajudou a satisfazer as necessidades psicológicas básicas, principalmente a necessidade de pertencimento, e ajudou a minimizar os efeitos dos agentes estressores provocados por esse período de pandemia. Espera-se que essa pesquisa possa contribuir para os estudos sobre potenciais benefícios da prática de jogos no bem-estar em momentos de crise.Fundação Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)Texthttp://repositorio.ufes.br/handle/10/12546porUniversidade Federal do Espírito SantoMestrado em PsicologiaPrograma de Pós-Graduação em PsicologiaUFESBRCentro de Ciências Humanas e NaturaisPsicologiaRole-Playing GameNecessidades Psicológicas BásicasCOVID-19PandemiaNecessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da Universidade Federal do Espírito Santo (riUfes)instname:Universidade Federal do Espírito Santo (UFES)instacron:UFESORIGINALAnaCarolinaMartinsBraga-2022-dissertacao.pdfapplication/pdf2476267http://repositorio.ufes.br/bitstreams/f6cee9f0-7abd-41ff-8eaa-708a0543dc75/download0e2102154259f02b99e9933991ad161fMD5110/125462025-09-17 07:58:04.843oai:repositorio.ufes.br:10/12546http://repositorio.ufes.brRepositório InstitucionalPUBhttp://repositorio.ufes.br/oai/requestriufes@ufes.bropendoar:21082025-09-17T07:58:04Repositório Institucional da Universidade Federal do Espírito Santo (riUfes) - Universidade Federal do Espírito Santo (UFES)false |
| dc.title.none.fl_str_mv |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| title |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| spellingShingle |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 Braga, Ana Carolina Martins Psicologia Role-Playing Game Necessidades Psicológicas Básicas COVID-19 Pandemia |
| title_short |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| title_full |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| title_fullStr |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| title_full_unstemmed |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| title_sort |
Necessidades psicológicas básicas e prática de role-playing game (rpg) de mesa durante a pandemia de Covid-19 |
| author |
Braga, Ana Carolina Martins |
| author_facet |
Braga, Ana Carolina Martins |
| author_role |
author |
| dc.contributor.authorID.none.fl_str_mv |
https://orcid.org/ |
| dc.contributor.authorLattes.none.fl_str_mv |
http://lattes.cnpq.br/ |
| dc.contributor.advisor1.fl_str_mv |
Rossetti, Claudia Broetto |
| dc.contributor.advisor1ID.fl_str_mv |
https://orcid.org/0000-0002-1095-0638 |
| dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/5611159987021203 |
| dc.contributor.author.fl_str_mv |
Braga, Ana Carolina Martins |
| dc.contributor.referee1.fl_str_mv |
Pylro, Simone Chabudee |
| dc.contributor.referee1ID.fl_str_mv |
https://orcid.org/0000-0002-8911-0980 |
| dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/8519231193587866 |
| dc.contributor.referee2.fl_str_mv |
Anna, Hugo Cristo Sant |
| dc.contributor.referee2ID.fl_str_mv |
https://orcid.org/0000000348906728 |
| dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/5657051115739955 |
| contributor_str_mv |
Rossetti, Claudia Broetto Pylro, Simone Chabudee Anna, Hugo Cristo Sant |
| dc.subject.cnpq.fl_str_mv |
Psicologia |
| topic |
Psicologia Role-Playing Game Necessidades Psicológicas Básicas COVID-19 Pandemia |
| dc.subject.por.fl_str_mv |
Role-Playing Game Necessidades Psicológicas Básicas COVID-19 Pandemia |
| description |
When COVID-19 became a global health problem, little was known about the virus. Initially the main measures to combat the proliferation of the virus were social distancing measures, until vaccines were developed and mass vaccination began. This entire period was accompanied by many stressors and the basic psychological needs for autonomy, competence and relatedness, which directly affect the well-being of individuals, seem to have been affected by this pandemic context. Games, in this scenario, could become attractive for being able to satisfy basic psychological needs that everyday life could not. The tabletop role-playing game is played in groups, is collaborative, interactive and provides a collective construction of a social world. Its characteristics make it a game that seems to have a lot to contribute in terms of satisfying these needs, so the objective of this research was to investigate the systematic practice of tabletop RPGs and its relationship with basic psychological needs during the COVID-19 pandemic period through Self-Determination Theory. The research was divided into three phases and to participate in the next phase it was necessary to have participated in the previous phase, all participants played tabletop RPG with some frequency. A questionnaire was used in the first phase, in the second phase The Basic Psychological Need Satisfaction and Frustration Scale and the Ubisoft Perceived Experience Questionnaire and Problem Videogame Playing was used, and a semi-structured interview was used in the third phase. The results seems to indicate that the practice of tabletop RPG helped to satisfy basic psychological needs, especially the relatedness, and helped to minimize the effects of stressors caused by this period. It is hoped that this research can contribute to studies on potential benefits of playing games on well-being in times of crisis. |
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2022 |
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2022-09-22 |
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2024-05-29T20:55:25Z |
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2024-05-29T20:55:25Z |
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Universidade Federal do Espírito Santo Mestrado em Psicologia |
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Universidade Federal do Espírito Santo Mestrado em Psicologia |
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