[{"data":1,"prerenderedAt":380},["ShallowReactive",2],{"person-4fdbc90f-792e-423a-a3ec-9c3a35685775":3},{"success":4,"person":5,"request":376},true,{"lastName":6,"role":7,"name":8,"description":9,"_id":10,"designation":7,"id":7,"email":11,"url":7,"createDate":12,"filiation":13,"slugs":14,"articles":17},"Gliosci","","Rebeca",{},"4fdbc90f-792e-423a-a3ec-9c3a35685775","rebecagliosci@gmail.com","2025-12-16T22:56:02-03:00","Universidade de Brasília (UnB)",[15,16],"rebeca-gliosci","gliosci-rebeca",[18,157,272],{"parent":19,"metaData":20,"updateDate":12,"data":22,"langs":31,"_id":34,"contributors":35,"contributorsIds":52,"type":53,"typeData":54,"status":153,"download":154,"slugs":155,"slug":156},"1ab1f6ea-e043-44d8-a7ab-1bd0d96c1c82",{"updateDate":7,"createDate":21,"deleteDate":7},1765936562,{"secondary":23,"primary":27},{"keywords":24,"excerpt":25,"title":26},"\u003Cp>player experience, netnography, semiotic analysis\u003C/p>","In order to investigate the casual use of digital games to cope with depression, a netnographic study was carried out in a Reddit thread with more than 400 testimonials about games that helped people dealing with the disease during the COVID-19 pandemic. All of the collected speeches underwent a lexical analysis focused on verbs, considering that in-game actions create the players' relations with the virtual worlds. A semiotic web based on Nöth's Theory of Semioses was woven to illustrate the subjective relations noted in the analyses and to support a qualitative discussion. Thus, methods from anthropology and linguistics were intertwined to reach a little explored existential dimension of the experiences of players who suffer from depressive disorder. It is believed that this perspective can contribute to the design of therapeutic interventions and games.","Design of Therapeutic Games for Depression From the Player Experience: A Netnographic Approach",{"keywords":28,"excerpt":29,"title":30},"\u003Cp>experiência do jogador, netnografia, análise semiótica\u003C/p>","A fim de se investigar o uso casual de jogos digitais para lidar com a depressão, foi realizado um estudo netnográfico em um tópico do fórum Reddit com mais de 400 depoimentos sobre jogos que auxiliaram pessoas a lidar com a doença durante a pandemia de COVID-19. Os discursos coletados passaram por análises lexicais focadas nos verbos, tendo em vista que as ações in-game criam as relações dos jogadores com os mundos virtuais. Foi tecida uma teia semiótica, baseada na Teoria das Semioses de Nöth, para ilustrar as relações subjetivas percebidas nas análises e apoiar uma discussão qualitativa. Deste modo, entremearam-se métodos da antropologia e da linguística para atingir uma dimensão existencial pouco explorada das experiências de jogadores que sofrem com o transtorno depressivo. Acredita-se que este olhar possa contribuir para o design de intervenções e jogos terapêuticos.","Design de Jogos Terapêuticos para a Depressão a Partir da Experiência do Jogador: Um Olhar Netnográfico",[32,33],"primary","secondary","01cdd5b9-615e-4f7b-8573-430380eb3bf1",[36,42],{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":37,"role":7,"_id":10,"createDate":38,"filiation":13,"slugs":39,"url":7,"path":40,"lastmodified":41,"objectID":10},{},"2025-12-17T01:56:02.430Z",[15,16],"people/4fdbc90f-792e-423a-a3ec-9c3a35685775",1765936562430,{"id":7,"name":43,"lastName":44,"email":45,"designation":7,"description":46,"role":7,"_id":47,"createDate":38,"filiation":13,"slugs":48,"url":7,"path":51,"lastmodified":41,"objectID":47},"Tiago Barros Pontes e","Silva","tiagobarros@unb.br",{},"fb1f5859-dbbf-4c22-bd74-340917b5fae6",[49,50],"tiago-barros-pontes-e-silva","silva-tiago-barros-pontes-e","people/fb1f5859-dbbf-4c22-bd74-340917b5fae6",[10,47],"article",{"startPage":55,"file":56,"references":59,"endPage":150,"track":151,"doi":152},1523,{"fullpath":57,"name":58},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F16515_10081.pdf","16515_10081.pdf",[60,63,66,69,72,75,78,81,84,87,90,93,96,99,102,105,108,111,114,117,120,123,126,129,132,135,138,141,144,147],{"id":61,"label":62},"6c67adde-6c5e-47d5-9721-9a66e9938060","\u003Cp>BARR, M.; COPELAND-STEWART, A. Playing Video Games During the COVID-19 Pandemic and Effects on Players' Well-Being. \u003Cstrong>Games and Culture\u003C/strong>, 17(1):122–139, 2021.\u003C/p>",{"id":64,"label":65},"7cca6227-1c31-4e81-b8d3-e1e18ec6b895","\u003Cp>CHITALE et al. The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping Review. \u003Cstrong>Games for Health Journal\u003C/strong>, 11(6):341–354, 2022.\u003C/p>",{"id":67,"label":68},"27b07fae-21d7-40e2-80e3-428380b5cdab","\u003Cp>CHMIELARZ, A. Why the Next-Generation Will Change Games Forever. In: \u003Cstrong>Game Developer\u003C/strong>, São Francisco, 23 abr. 2013.\u003C/p>",{"id":70,"label":71},"15c50eda-dd15-4f60-96f8-0da5a4cbe5e4","\u003Cp>CHOI et al. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. \u003Cstrong>Behavioral and Brain Functions\u003C/strong>, 16(1):2, 2020.\u003C/p>",{"id":73,"label":74},"a4e16f07-1d78-48ae-9c5e-185ac635ddb0","\u003Cp>CORREIA, C. M. C. Semiose e desenvolvimento cognitivo: estudo sobre as estratégias de construção dos processos sígnicos em sequências lógicas. Dissertação (Mestrado em Linguística) – UERJ. Rio de Janeiro. 2001.\u003C/p>",{"id":76,"label":77},"a25b7702-e492-4278-bf67-64e5710793e6","\u003Cp>GLIOSCI, R. Pla[y]ces: uma Teia Semiótica como Instrumento de Avaliação e Construção de Mundo para Jogos Terapêuticos. In: Pôsteres e Demonstrações - \u003Cstrong>Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais (IHC)\u003C/strong>, 22: 175-179, 2023, Maceió/AL. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023.\u003C/p>",{"id":79,"label":80},"997b642b-36dd-4878-a35a-10c8b10fa585","\u003Cp>GLIOSCI, R.; SILVA, T. B. P. Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review. \u003Cstrong>Games for Health Journal\u003C/strong>, 12(4):269–279, 2023.\u003C/p>",{"id":82,"label":83},"9096a1fe-7260-44a0-94b5-bc0cddf91282","\u003Cp>HUNICKE, R.; LEBLANC, M.; ZUBEK, R. MDA: a formal approach to game design and game research. In: \u003Cstrong>Proceedings of the AAAI Workshop on Challenges in Game AI\u003C/strong>, vol. 4, No. 1, p. 1722, 2004.\u003C/p>",{"id":85,"label":86},"2ce1fa5e-7f58-4dcb-ade5-b58f022624ea","\u003Cp>JÄRVINEN, Aki. Games without frontiers: methods for game studies and design. Tese (Doutorado em Media Culture) – University of Tampere. Finlândia. 2008.\u003C/p>",{"id":88,"label":89},"72deebde-3e11-4787-831e-03668636e2e1","\u003Cp>KOZINETS, R. V. \u003Cstrong>Netnography: Redefined\u003C/strong>, SAGE Publications, 2015.\u003C/p>",{"id":91,"label":92},"2d022575-0641-4345-933e-925437772249","\u003Cp>KRISS, A. \u003Cstrong>Universal Play - How Videogames Tell Us Who We Are and Show Us Who We Could Be\u003C/strong>, Robinson, 2019.\u003C/p>",{"id":94,"label":95},"ffec2b01-a8ef-4a10-b96d-a64ea87806ca","\u003Cp>MATTOS, L. Pesquisa aponta aumento de ansiedade e tristeza em jovens na pandemia, 2020.\u003C/p>",{"id":97,"label":98},"4f300c19-6fbd-458a-8c3c-504b44bebde0","\u003Cp>McLUHAN, M. \u003Cstrong>Understanding Media: The Extensions of Man\u003C/strong>. Reprint, Cambridge: MIT Press, 1994.\u003C/p>",{"id":100,"label":101},"1f7f0818-17b1-425f-8a45-50147c4f5a66","\u003Cp>MCGONIGAL, J. \u003Cstrong>Reality Is Broken: Why Games Make Us Better and How They Can Change the World\u003C/strong>, Penguin Books, 2011.\u003C/p>",{"id":103,"label":104},"b844cae1-3a05-44d4-8e4e-5ea9812e97d9","\u003Cp>MEIRELLES, I. \u003Cstrong>Design for Information: An Introduction to the Histories, Theories, and Best Practices Behind Effective Information Visualizations\u003C/strong>. Beverly: Rockport Publishers, 2013.\u003C/p>",{"id":106,"label":107},"6b6dfa64-50db-48f4-b31f-4218ad29f6df","\u003Cp>NÖTH, W. \u003Cstrong>Handbook of Semiotics\u003C/strong>. Indiana University Press, 1995.\u003C/p>",{"id":109,"label":110},"1584f5d9-dcf1-4659-9452-ab99234b5fc4","\u003Cp>OLIVEIRA, A. P. J.; DIAS, C. M. Narrativa nos jogos: uma oportunidade para autoria coletiva na escola. p. 117 -128. In: \u003Cstrong>Design para uma educação inclusiva\u003C/strong>. São Paulo: Blucher, 2016.\u003C/p>",{"id":112,"label":113},"0e25d1b1-bae3-4f41-bf2d-d8e2bc5f49f2","\u003Cp>ORGANIZAÇÃO PAN-AMERICANA DE SAÚDE. \u003Cstrong>Depressão\u003C/strong>. 2020.\u003C/p>",{"id":115,"label":116},"6219b609-d33b-49d8-80f1-20040d2fa708","\u003Cp>PARK, A. 'Gaming Disorder' Is Now an Official Medical Condition. According to the WHO, 2019.\u003C/p>",{"id":118,"label":119},"ff5dc269-9929-46df-832c-e5feef9a7154","\u003Cp>QUAN-HAASE, A.; Sloan, L. \u003Cstrong>The SAGE Handbook of Social Media Research Methods\u003C/strong>. SAGE Publications, 2022.\u003C/p>",{"id":121,"label":122},"7be44b86-ca61-41f1-9b61-a8b6017490c0","\u003Cp>REDDIT. For those using games to help with depression during these times, share what you are playing. 2020.\u003C/p>",{"id":124,"label":125},"811fa602-548a-4774-b621-b25e28168323","\u003Cp>RUIZ et al. Winning the Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. \u003Cstrong>Current Psychiatry Reports\u003C/strong>, 24(1):23–35, 2022.\u003C/p>",{"id":127,"label":128},"14bb9d20-ce6b-44d4-80f1-48603e47b9f9","\u003Cp>SALEN, K.; ZIMMERMAN, E. \u003Cstrong>Rules of Play: Game Design Fundamentals\u003C/strong>, MIT Press, 2003.\u003C/p>",{"id":130,"label":131},"efcb4758-8345-4a89-b41e-da54064428a4","\u003Cp>SILVA, C. Público de jogos eletrônicos sobe para 74,5% no Brasil. 2022.\u003C/p>",{"id":133,"label":134},"3c903705-2856-4ccb-939f-a049dacf5add","\u003Cp>STEVENS et al. Global prevalence of gaming disorder: A systematic review and meta-analysis. \u003Cstrong>Australian & New Zealand Journal of Psychiatry\u003C/strong>, 55(6):553–568, 2020.\u003C/p>",{"id":136,"label":137},"cc13496c-5760-46ab-8aed-9e7e69d7a3b7","\u003Cp>TOWNSEND et al. The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis. \u003Cstrong>British Journal of Psychiatry Open\u003C/strong>, 8(1):e25, 2022.\u003C/p>",{"id":139,"label":140},"26a4cf39-9cb5-45c7-8b6f-2b82e21f5ef4","\u003Cp>VILLANI et al. Videogames for Emotion Regulation: A Systematic Review. \u003Cstrong>Games for Health Journal\u003C/strong>, 7(2):85–99, 2018.\u003C/p>",{"id":142,"label":143},"c020c432-7e73-4dcd-a763-126d44bc5a14","\u003Cp>WALK, W.; GÖRLICH, D.; BARRETT, M. Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design. In \u003Cstrong>Game Dynamics\u003C/strong>, pages 27–45. Springer, Cham, 2017.\u003C/p>",{"id":145,"label":146},"804bbe55-9fff-4fb8-af65-99a0f9c47bcc","\u003Cp>WINNICOTT, D. W. \u003Cstrong>Playing and Reality\u003C/strong>. Routledge, 2005.\u003C/p>",{"id":148,"label":149},"c53dd07e-f13b-41e1-afc5-d1a9bf9b35d3","\u003Cp>WONG, G. A Critical Play of Stardew Valley. In: \u003Cstrong>Game Design Fundamentals\u003C/strong>, Estados Unidos, 27 set. 2020.\u003C/p>",1538,"jut1uawr","https://doi.org/10.29327/5457226.1-119","enabled",9,[156],"design-of-therapeutic-games-for-depression-from-the-player-experience-a-netnographic-approach",{"parent":158,"metaData":159,"updateDate":161,"data":162,"langs":171,"_id":172,"contributors":173,"contributorsIds":182,"type":53,"typeData":183,"status":153,"download":154,"slugs":270,"slug":271},"308f2508-39ad-43fe-a49b-3483ee224f04",{"updateDate":7,"createDate":160,"deleteDate":7},1765946067,"2025-12-17T01:34:27-03:00",{"secondary":163,"primary":167},{"keywords":164,"excerpt":165,"title":166},"\u003Cp>Depression, Game Design, Therapeutic Intervention\u003C/p>","This research aims to identify a theoretical-methodological basis to comprehend the subjectivity of people with depression who use digital games as therapeutic tools in applied or incidental ways. Through a systematic review of scientific studies with games in treatments of the depressive disorder, underused opportunities were identified for the current context of the advance of depression in younger age groups and the rise of the games industry to an entertainment giant. As a result, we propose an investigation of the different perceptions of the actors involved in confronting depression with digital games by building a semiotic web, based on Nöth's Theory of Semiosis and anchored on Latour's Actor-Network Theory. Thus, we understand that it is possible to promote a greater awareness of the theme from the perspective of Design, as well as to highlight the relationships of significance between the depressive player and the virtual worlds.","The Perspective of Players with Depression for the Design of Therapeutic Digital Games",{"keywords":168,"excerpt":169,"title":170},"\u003Cp>Design de Jogos, Intervenção Terapêutica, Depressão\u003C/p>","A pesquisa objetiva identificar um repertório teórico-metodológico para se compreender a subjetividade de pessoas com depressão que usam os jogos digitais — de modo aplicado ou incidental — como ferramentas terapêuticas. Por meio de uma revisão sistemática sobre estudos científicos com games em tratamentos do transtorno depressivo, identificaram-se oportunidades para o atual contexto do avanço da depressão em faixas etárias mais jovens e a ascensão da indústria de games para uma gigante do entretenimento, que são subaproveitadas por não se amplificar justamente a voz do próprio jogador. Como resultado, propõe-se uma investigação das percepções distintas dos atores envolvidos no enfrentamento à depressão com jogos digitais construindo-se uma Teia Semiótica baseada na Teoria das Semioses de Nöth e ancorada na Teoria Ator-Rede de Latour. Assim, entende-se que é possível promover maior entendimento do tema na perspectiva do Design, bem como evidenciar as relações de significância entre o jogador depressivo e os mundos virtuais.","A Perspectiva dos Jogadores com Depressão para o Design de Jogos Digitais Terapêuticos",[32,33],"430b9c35-82ab-44f0-ba24-241a31104aff",[174,179],{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":175,"role":7,"_id":10,"createDate":176,"filiation":13,"slugs":177,"url":7,"path":40,"lastmodified":178,"objectID":10},{},"2025-12-17T04:34:27.575Z",[15,16],1765946067575,{"id":7,"name":43,"lastName":44,"email":45,"designation":7,"description":180,"role":7,"_id":47,"createDate":176,"filiation":13,"slugs":181,"url":7,"path":51,"lastmodified":178,"objectID":47},{},[49,50],[10,47],{"startPage":184,"file":185,"references":188,"endPage":267,"track":268,"doi":269},1579,{"fullpath":186,"name":187},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2Fdownload-pdf-a-perspectiva-dos-jogadores-com-depresso-para-o-design-de-jogos-digitais-teraputicos-37979.pdf","download-pdf-a-perspectiva-dos-jogadores-com-depresso-para-o-design-de-jogos-digitais-teraputicos-37979.pdf",[189,192,195,198,201,204,207,210,213,216,219,222,225,228,231,234,237,240,243,246,249,252,255,258,261,264],{"id":190,"label":191},"ecfb333a-fb07-4225-9a11-b3471682fbea","\u003Cp>American Psychological Association - APA; Trad. Aristides Volpato Cordioli et al. \u003Cstrong>Manual Diagnóstico e Estatístico de Transtornos Mentais\u003C/strong>. Porto Alegre: Artmed, 2014.\u003C/p>",{"id":193,"label":194},"65e09d3c-0cf2-44ce-9496-b7c8cec648bf","\u003Cp>COOPER, D. What is a mapping study? \u003Cstrong>J. Med. Library Association\u003C/strong>, Bethesda, v.104, n.1, p. 76-78, jan. 2016. DOI: 10.3163/1536-5050.104.1.013\u003C/p>",{"id":196,"label":197},"b1d4752b-7d50-44ef-9a33-76abdb2cfdb8","\u003Cp>DENTON, M. Mobile Gaming Makes Up Over 50% of the Global Games Market. \u003Cstrong>Gamify\u003C/strong>, Pyrmont, 2018. Disponível em: \u003Chttps://www.gamify.com/gamification-blog/mobile-gaming-now-makes-up-more-the-50-of-the-global-games-market-in-2018> Acesso em: jul. 2021.\u003C/p>",{"id":199,"label":200},"7a2018d3-9e86-4e25-8f0a-63c50c4b68a2","\u003Cp>For those using games to help with depression during these times, share what you are playing. \u003Cstrong>Reddit\u003C/strong>, 14 jun. 2020. Disponível em: \u003Chttps://www.reddit.com/r/Games/comments/h95elk/for_those_using_games_to_help_with_depression> Acesso em: 10 nov. 2020.\u003C/p>",{"id":202,"label":203},"1f8e84ea-54f2-44a2-b4cd-01ed43006d74","\u003Cp>GLIOSCI, R.; Silva, T. B. P. Therapeutic Interventions with Video Games in Treatments for Depression: A Systematic Review. Material não publicado. 2022.\u003C/p>",{"id":205,"label":206},"51da7e12-38e7-40b4-ae6a-0e6d8a5f8013","\u003Cp>HIGGINS et al. \u003Cstrong>Cochrane Handbook for Systematic Reviews of Interventions\u003C/strong>. Hoboken: Wiley-Blackwell, 2019.\u003C/p>",{"id":208,"label":209},"4a6ee968-bed1-4ca7-97d1-19ee93bfdc43","\u003Cp>Indústria de jogos é mais rentável do que as de cinema e música juntas; veja comparação. \u003Cstrong>Folha de São Paulo\u003C/strong>, São Paulo, 24 jun. 2020. Disponível em: \u003Chttps://f5.folha.uol.com.br/nerdices/2020/06/industria-de-jogos-e-mais-rentavel-do-que-as-de-cinema-e-musica-juntas-veja-comparacao.shtml> Acesso em: 24 jun. 2010.\u003C/p>",{"id":211,"label":212},"87b5bbd2-c78e-425f-8c26-e075bcff1ac6","\u003Cp>KRISS, A. \u003Cstrong>UNIVERSAL PLAY - How Videogames Tell Us Who We Are and Show Us Who We Could Be\u003C/strong>. Reino Unido: Robinson, 2019.\u003C/p>",{"id":214,"label":215},"c7188cc2-739e-4cc1-932f-2b2ba821aca2","\u003Cp>LATOUR, B. \u003Cstrong>Reassembling the Social: An introduction to Actor-Network-Theory\u003C/strong>. Nova Iorque: Oxford University Press, 2005.\u003C/p>",{"id":217,"label":218},"e0bcf5e8-e297-4d6a-8310-5127a3ae4d5a","\u003Cp>LI et al. Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis. \u003Cstrong>Cyberpsychology, Behavior, and Social Networking\u003C/strong>, New Rochelle, v.17, n.8, p. 519–527, 31 jul. 2014. DOI: 10.1089%2Fcyber.2013.0481\u003C/p>",{"id":220,"label":221},"1af90474-5d58-4de3-8f85-a1b71d840792","\u003Cp>MATTOS, L. Pesquisa aponta aumento de ansiedade e tristeza em jovens na pandemia. \u003Cstrong>Folha de São Paulo\u003C/strong>, São Paulo, ano 101, n. 33.822, 19 ago. 2020. Disponível em: \u003Chttps://www1.folha.uol.com.br/cotidiano/2020/08/pesquisa-aponta-aumento-de-ansiedade-e-tristeza-em-jovens-na-pandemia.shtml> Acesso em: 19 ago. 2020.\u003C/p>",{"id":223,"label":224},"ba7d18b1-2421-458d-a407-346c4957a360","\u003Cp>McGONIGAL, J. \u003Cstrong>Reality Is Broken: Why Games Make Us Better and How They Can Change the World\u003C/strong>. Londres: Penguin Books, 2011.\u003C/p>",{"id":226,"label":227},"0ff12d8b-6173-4bdc-9fad-5948c6cc5afc","\u003Cp>NÖTH, W. \u003Cstrong>Panorama da Semiótica: De Platão a Peirce\u003C/strong>. São Paulo: Annablume, 1995.\u003C/p>",{"id":229,"label":230},"db5a9424-14c1-482c-a49e-db9ccebfb656","\u003Cp>Ministério da Cidadania. Centro Dia. \u003Cstrong>Governo Federal\u003C/strong>, Brasília, n.d. Disponível em: \u003Chttps://www.gov.br/cidadania/pt-br/acesso-a-informacao/carta-de-servicos/desenvolvimento-social/assistencia-social/centro-dia-1> Acesso em: set. 2021.\u003C/p>",{"id":232,"label":233},"61af4cba-36e7-42ed-bb16-eafe46cbba56","\u003Cp>MOHER et al. Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The \u003Cstrong>PRISMA Statement\u003C/strong>. PRISMA, 2009. Disponível em: \u003Chttp://www.prisma-statement.org> Acesso em: mar. 2021\u003C/p>",{"id":235,"label":236},"48b97814-2d72-4083-83ea-120481a36531","\u003Cp>Organização Pan-Americana de Saúde - OPAS. Depressão. \u003Cstrong>Escritório Regional para as Américas da Organização Mundial da Saúde\u003C/strong>, Representação da OPAS e da OMS no Brasil, Brasília, 2020. Disponível em: \u003Chttps://www.paho.org/pt/topicos/depressao> Acesso em: jul. 2021.\u003C/p>",{"id":238,"label":239},"bb6a12e0-9201-4642-b42a-4970cd28ba2f","\u003Cp>Organização Pan-Americana de Saúde - OPAS. OMS divulga primeira diretriz sobre intervenções de saúde digital. \u003Cstrong>Escritório Regional para as Américas da Organização Mundial da Saúde\u003C/strong>, Representação da OPAS e da OMS no Brasil, Brasília, 17 abr. 2019. Disponível em: \u003Chttps://www.paho.org/pt/noticias/17-4-2019-oms-divulga-primeira-diretriz-sobre-intervencoes-saude-digital> Acesso em: jul. 2021.\u003C/p>",{"id":241,"label":242},"fdbb2f01-09ec-49d5-9cef-e5604a5ff496","\u003Cp>PARK, A. 'Gaming Disorder' Is Now an Official Medical Condition, According to the WHO. \u003Cstrong>Time\u003C/strong>, Nova Iorque, 29 mai. 2019. Disponível em: \u003Chttps://time.com/5597258/gaming-disorder-icd-11-who> Acesso em: jul. 2021.\u003C/p>",{"id":244,"label":245},"e7faba9a-917f-4b78-8f17-b2af7bfecb0e","\u003Cp>RAPHAEL, P. 75,8% dos gamers brasileiros jogaram mais durante a pandemia. \u003Cstrong>The Enemy\u003C/strong>, São Paulo, 07 abr. 2021. Disponível em: \u003Chttps://www.theenemy.com.br/mobile/pgb-2021-gamers-brasileiros-pandemia> Acesso em: 07 abr. 2021.\u003C/p>",{"id":247,"label":248},"29aeb698-5343-43b9-a866-96efc1e26c2a","\u003Cp>SMITH, E. What Is Therapeutic Intervention in Psychology? \u003Cstrong>HealthyPlace, Inc.\u003C/strong>, San Antonio, 2019. Disponível em: \u003Chttps://www.healthyplace.com/other-info/mental-illness-overview/what-is-therapeutic-intervention-in-psychology> Acesso em: jul. 2021.\u003C/p>",{"id":250,"label":251},"f4818787-1907-48e0-a27b-51ceb5fcddb7","\u003Cp>STAKE, Robert E.; Trad. Karla Reis. \u003Cstrong>Pesquisa qualitativa: estudando como as coisas funcionam\u003C/strong>. Porto Alegre: Penso, 2011.\u003C/p>",{"id":253,"label":254},"f9704bab-63b4-4fef-bb0f-3a5d086b2f2b","\u003Cp>VAN AMSTEL, F. M. C. \u003Cstrong>Expansive design: designing with contradictions\u003C/strong>. Doctoral thesis, University of Twente. 2015.\u003C/p>",{"id":256,"label":257},"19f13568-1aaf-4e1f-8d22-5bfda474e78d","\u003Cp>VIANA, R. Atendimentos do SUS a jovens com depressão crescem 115% em três anos. \u003Cstrong>G1 – Bem-Estar\u003C/strong>, São Paulo, 17 set. 2019. Disponível em: \u003Chttps://g1.globo.com/bemestar/depressao/noticia/2019/09/17/atendimentos-do-sus-a-jovens-com-depressao-crescem-115percent-em-tres-anos.ghtml> Acesso em: abr. 2021.\u003C/p>",{"id":259,"label":260},"152eb0af-16c9-4d8c-b343-f8be6cb92502","\u003Cp>WINNICOTT, D. W. \u003Cstrong>Playing and Reality\u003C/strong>. New York: Routledge, 2005.\u003C/p>",{"id":262,"label":263},"3f4c06b2-d89b-4aaf-ae8a-a892ea67e133","\u003Cp>WITKOWSKI, W. Videogames are a bigger industry than movies and North American sports combined, thanks to the pandemic. \u003Cstrong>MarketWatch\u003C/strong>, Nova Iorque, 2 jan. 2021. Disponível em: \u003Chttps://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990> Acesso em: jul. 2021.\u003C/p>",{"id":265,"label":266},"7f85e81a-c71f-4fb6-bdd0-6129e76e8926","\u003Cp>YANEV, V. (2021). Video Game Demographics – Who Plays Games in 2021? \u003Cstrong>Techjury\u003C/strong>, 2021. Disponível em: \u003Chttps://techjury.net/blog/video-game-demographics> Acesso em: ago. 2021.\u003C/p>",1593,"lx1qad3","10.5151/ped2022-2134330",[271],"a-perspectiva-dos-jogadores-com-depressao-para-o-design-de-jogos-digitais-terapeuticos",{"parent":273,"metaData":274,"data":276,"langs":285,"_id":286,"type":53,"typeData":287,"status":153,"updateDate":313,"contributors":314,"contributorsIds":372,"download":373,"slugs":374,"slug":375},"1c7b273e-f07d-460b-a89f-47ffe8ea1d13",{"updateDate":7,"createDate":275,"deleteDate":7},1765971538,{"secondary":277,"primary":281},{"keywords":278,"excerpt":279,"title":280},"\u003Cp>product design, furniture, marquetry, alternative woods from Amazon, microenterprises\u003C/p>","A project was conducted for the development of furniture with the application of marquetry techniques, produced with alternative woods from Amazon, in partnership with Valparaiso Furniture Pole Cooperative, GO. The project involved research on the traditional marquetry techniques to the development of faster and cheaper processes making possible the use of this technique in products produced in semi-industrial scale. The use and application of alternative woods from Amazon provided to the products a different aesthetic quality where the natural colors and textures of the woods were explored.","Project of Furniture Design with Alternative Woods From Amazonia",{"keywords":282,"excerpt":283,"title":284},"\u003Cp>projeto de produto, móveis, marchetaria, madeiras alternativas da Amazônia, microempresas\u003C/p>","Conduziu-se um projeto para desenvolvimento de móveis com aplicação de técnica de marchetaria com madeiras alternativas da Amazônia, em parceria com uma cooperativa do pólo moveleiro de Valparaíso – GO. O projeto envolveu pesquisa dos processos da técnica de marchetaria tradicional até o desenvolvimento de processos mais baratos e rápidos viabilizando assim, o uso dessa técnica em produtos produzidos em escala semi-industrial. O uso e aplicação das madeiras alternativas da Amazônia proporcionaram aos produtos uma qualidade estética diferenciada onde foram exploradas as cores e texturas naturais das madeiras.","Projeto de Design de Móveis com Madeiras Alternativas da Amazônia",[32,33],"bc286949-8c01-4af3-9ab3-90c09e88976a",{"startPage":288,"file":289,"references":292,"endPage":311,"track":312,"doi":7},1506,{"fullpath":290,"name":291},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F69223.pdf","69223.pdf",[293,296,299,302,305,308],{"id":294,"label":295},"fdd5b42f-c227-4ce2-b961-f4bcc664f93f","\u003Cp>FRUTIGER, Adrian; Sinais e Símbolos: desenhos, projeto e significado; tradução Karina Jannini.- São Paulo: \u003Cstrong>Martins Fontes\u003C/strong>, 1999.\u003C/p>",{"id":297,"label":298},"78dfeb80-7c1b-4fc6-978b-676afe1421bf","\u003Cp>LOPES, Cesar Augusto Carneiro. Contribuição ao estudo anatômico de algumas madeiras da Amazônia. Belém: \u003Cstrong>Sudam\u003C/strong>, 1983.\u003C/p>",{"id":300,"label":301},"4ae48eba-47c4-436d-b2ff-760a5f8531e8","\u003Cp>MARQUES, Maria Helena Bezerra. \u003Cstrong>Madeiras da Amazônia: Características e utilização\u003C/strong>. Brasília: IBAMA, 1997. 141 P. ISBN 85-7300-032-5\u003C/p>",{"id":303,"label":304},"e245d64a-b5e6-4ae2-82a3-f7d9f5b93d20","\u003Cp>MUNARI, Bruno; \u003Cstrong>Design e comunicação visual: contribuição para uma metodologia didática\u003C/strong>; tradução Daniel Santana. – São Paulo: Martins Fontes, 1997.\u003C/p>",{"id":306,"label":307},"b3817fee-64e7-4558-a91d-7ec087e1722f","\u003Cp>SOUZA, Maria Helena de. \u003Cstrong>Madeiras Tropicais brasileiras\u003C/strong>. – Brasília: IBAMA - Laboratório de Produtos Florestais, 1997.\u003C/p>",{"id":309,"label":310},"b8f463c0-7b74-4154-b1ca-fd7615f793a3","\u003Cp>WONG, Wucius. \u003Cstrong>Princípios de Forma e Desenho\u003C/strong>; tradução Alvamar Helena Lamparelli. São Paulo: Martins Fontes, 1998.\u003C/p>",1520,"ftya7ms6","2025-12-28T19:18:32-03:00",[315,321,333,343,348,358,362],{"_id":316,"role":7,"email":317,"lastName":318,"name":319,"designation":7,"filiation":320,"url":7},"da90bc84-fb9b-4ea9-9cba-a91820288661","iida.itiro@gmail.com","Iida","Itiro","Universidade de Brasília",{"url":7,"role":7,"description":322,"slugs":323,"lastName":326,"email":327,"name":328,"id":7,"_id":329,"createDate":330,"path":331,"objectID":329,"lastmodified":332,"designation":7,"filiation":320},{},[324,325],"ana-c-maynardes","maynardes-ana-c","Maynardes","anacm@unb.br","Ana C.","743c75a1-0c53-4b70-b534-68e6004153a3","2025-12-17T11:38:58.297Z","people/743c75a1-0c53-4b70-b534-68e6004153a3",1765971538297,{"objectID":334,"id":7,"slugs":335,"lastName":338,"filiation":320,"name":339,"designation":7,"description":340,"url":7,"email":341,"role":7,"path":342,"createDate":330,"_id":334,"lastmodified":332},"fead1027-40f5-4190-8978-ccdeaa3d3ca2",[336,337],"dimitri-l-c-gusmao","gusmao-dimitri-l-c","Gusmão","Dimitri L. C.",{},"dimitri.lociks@gmail.com","people/fead1027-40f5-4190-8978-ccdeaa3d3ca2",{"lastName":344,"email":345,"url":7,"_id":346,"filiation":320,"role":7,"designation":7,"name":347},"Hudson","fred.vilacultural@gmail.com","7c52881a-1b22-400b-9459-24393d2641a8","Frederico",{"objectID":349,"description":350,"lastName":351,"filiation":320,"slugs":352,"name":355,"email":356,"designation":7,"id":7,"_id":349,"lastmodified":332,"path":357,"role":7,"url":7,"createDate":330},"7bab594e-b185-4389-86a5-54d4c3a64d94",{},"Dietzsch",[353,354],"rafael-dietzsch","dietzsch-rafael","Rafael","rafael.dietzsch@gmail.com","people/7bab594e-b185-4389-86a5-54d4c3a64d94",{"designation":7,"_id":10,"description":359,"lastName":6,"path":40,"email":360,"slugs":361,"url":7,"filiation":320,"objectID":10,"name":8,"role":7,"createDate":330,"lastmodified":332,"id":7},{},"rgtocantins@gmail.com",[15,16],{"lastName":363,"id":7,"_id":364,"createDate":330,"filiation":320,"name":365,"url":7,"lastmodified":332,"objectID":364,"email":366,"designation":7,"path":367,"description":368,"role":7,"slugs":369},"Pinho","0d21aa36-bf28-4820-a1e0-11af20c3a691","Tatiana","taticcpinho@hotmail.com","people/0d21aa36-bf28-4820-a1e0-11af20c3a691",{},[370,371],"tatiana-pinho","pinho-tatiana",[316,329,334,346,349,10,364],2,[375],"project-of-furniture-design-with-alternative-woods-from-amazonia",{"target":377,"query":378},"people/get",{"id":10,"articles":379},"true",1780316097952]