Browsing by Author "Lapa, Ana Francisca Casinhas Coutinho"
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- Digital technology use in schizophrenia: a systematic reviewPublication . Lapa, Ana Francisca Casinhas Coutinho; Marques, Antonio; Almeida, Raquel Simões deThe use of digital technologies has been increasing among people with schizophenia spectrum disorder and it has been widely considered in diferente types of interventions. The fast development of technologies increases the need for confirming their feasibility, effectiveness, and efficacy. This study to review and synthesize the diferente types of digital tools and technologies used to treat people with schizophrenia and other conditions of the respective spectrum, besides its feasibility and acceptability. Following the PRISMA guidelines, a search was conducted on 1 March 2021 on several databases with 71 articles retrieved for the title and abstract screening. The inclusion criteria were applied. A total of six studies were included and the principal targets of the inerventions were motivational deficits (n=2), auditory verbal hallucinations (n=2), and cognitive symptoms (n=2). The acceptability and feasibility of digital technologies were confirmed, although their exact efficacy is still nuclear. Future studies need to consider increasing the size of the samples and create longer interventions to empower the evidence and allow the generalization of the results to enhance the efficacy of these interventions.
- Gamification in dementia and mild cognitive impairmentPublication . Simões-Silva, Vitor; Gregório, Susana Alexandra Mendonça; Luz, Tarcisio de Tarco Moura; Lapa, Ana Francisca Casinhas Coutinho; da Silva Marques, AntónioThe 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 coordination and movement), social, psychological, and motional (related to motivation, anxiety, depression, and stress) skills can be improved by serious games. It will be considered the contexts of the use of different games, such as Episodix, Panoramix, and some other games that are applied as serious games, like exergames. Besides, it will be also referred the different platforms associated with these games, such as mobile applications, videogames, virtual reality, and augmented reality. (112- 131)