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Abstract(s)
A realidade virtual após um período de menor atividade volta a estar em força com marcas tecnológicas como a SONY ou Samsung, a investir fortemente no seu desenvolvimento e acreditar no sucesso dos seus produtos. Neste sentido, o entretenimento de um modo geral e os jogos sérios de um modo mais particular tendem a aproveitar e desenvolver os seus produtos para exploração desta tecnologia.
Os ambientes virtuais já começam a ser utilizados no tratamento de fobias e incrementados como ferramentas de apoio aos psicólogos no decorrer da sua atividade terapêutica. Nesta dissertação é feita uma análise sobre as fobias em geral, tipos de fobias, características e causas. Também foi objeto de estudo, alguns métodos tradicionais no tratamento de fobias, bem como métodos de tratamento com recurso à realidade virtual e a sua evolução.
Tendo em conta o potencial da realidade virtual verificada e a existência escassa de métodos de tratamento relacionados com videojogos, desenvolveu-se um jogo sério, para poder apoiar o tratamento de uma fobia em especifico, medo de falar em público, mais especificamente em ambiente escolar. Este jogo, passou por várias fases, desde a seleção da fobia, desenho de cenários, construção e por fim a sua avaliação.
Depois de desenvolvido o jogo, este, foi apresentado a um grupo de psicólogos em sessão previamente preparada para ser analisado o seu valor da sua aplicabilidade junto com os tratamentos que decorrem da sua atividade profissional.
Através dos resultados obtidos, foi possível concluir que os objetivos inicialmente propostos, foram atingidos e a apresentação à validação/avaliação dos psicólogos do Departamento de Organização e Gestão do Instituto Superior de Engenharia do Porto (ISEP), foi muito positiva. Foi possível verificar que esta solução foi bem recebida pelos psicólogos, tendo sido considerada uma boa ferramenta para implementar no tratamento da fobia de falar em público. A sua simplicidade de jogabilidade e de interface, bem como o potencial dos equipamentos utilizados, é também um fator determinante no sucesso deste jogo junto do seu público-alvo. Verificou-se ainda, através das respostas recebidas, que este tipo de ferramenta deve ser mais explorada no futuro, podendo trazer resultados vantajosos tanto do lado dos profissionais que a utilizam como dos principais beneficiados do seu uso.
The virtual reality after a period of less activity comes back to be in force with technological brands like SONY or Samsung, to invest heavily in its development, and to believe in the success of its products. In this sense, entertainment in general and serious games in a more particular way tend to take advantage and develop their products to exploit this technology. The virtual environments are already beginning to be used in the treatment of phobias and increased as tools of support to the psychologists during their therapeutic activity. In this dissertation, an analysis is made on phobias in general, types of phobias, characteristics and causes. Also studied were some traditional methods in the treatment of phobia, as well as methods of treatment using virtual reality and its evolution. Considering the potential of verified virtual reality and the scarce existence of treatment methods related to video games, a serious game has developed, to be able to support the treatment of a specific phobia, fear of public speaking more specifically in school environment. This game has gone through several phases, from the selection of the phobia, design of scenarios, construction and finally its evaluation. After the game was developed, it was presented to a group of psychologists in a previously prepared session, to be analyzed its value in its applicability along with the treatments that derive from its professional activity. Through the results obtained, it was possible to conclude that the initially proposed objectives were achieved and the presentation to the validation / evaluation of the psychologists of the Organization and Management Department of the ISEP was very positive. It was possible to verify that this solution was well received by the psychologists and was considered a good tool to implement in the treatment of the phobia of public speaking. Its simplicity of gameplay and interface, as well as the potential of the equipment used, is also a determining factor in the success of this game with its target audience. It was also verified, through the responses received, that this type of tool should be more explored in the future, being able to bring advantageous results both on the side of professionals who use it as the main beneficiaries of its use.
The virtual reality after a period of less activity comes back to be in force with technological brands like SONY or Samsung, to invest heavily in its development, and to believe in the success of its products. In this sense, entertainment in general and serious games in a more particular way tend to take advantage and develop their products to exploit this technology. The virtual environments are already beginning to be used in the treatment of phobias and increased as tools of support to the psychologists during their therapeutic activity. In this dissertation, an analysis is made on phobias in general, types of phobias, characteristics and causes. Also studied were some traditional methods in the treatment of phobia, as well as methods of treatment using virtual reality and its evolution. Considering the potential of verified virtual reality and the scarce existence of treatment methods related to video games, a serious game has developed, to be able to support the treatment of a specific phobia, fear of public speaking more specifically in school environment. This game has gone through several phases, from the selection of the phobia, design of scenarios, construction and finally its evaluation. After the game was developed, it was presented to a group of psychologists in a previously prepared session, to be analyzed its value in its applicability along with the treatments that derive from its professional activity. Through the results obtained, it was possible to conclude that the initially proposed objectives were achieved and the presentation to the validation / evaluation of the psychologists of the Organization and Management Department of the ISEP was very positive. It was possible to verify that this solution was well received by the psychologists and was considered a good tool to implement in the treatment of the phobia of public speaking. Its simplicity of gameplay and interface, as well as the potential of the equipment used, is also a determining factor in the success of this game with its target audience. It was also verified, through the responses received, that this type of tool should be more explored in the future, being able to bring advantageous results both on the side of professionals who use it as the main beneficiaries of its use.
Description
Keywords
Realidade Virtual Jogos Sérios Fobia Ansiedade Terapia Virtual Reality Serious Games Phobia Anxiety Therapy