Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA)
Objetivo: Identificar el desempeño de habilidades cognitivas mediante el uso de videojuegos en niños (a) diagnosticados con Trastorno del Espectro del Autista (TEA). Metodología: según las fases de la guía PRISMA, se realizaron búsquedas en las bases de datos Pubmed, sciencedirect, Spinger, SAGE Jou...
- Autores:
-
Tapasco Martínez, Lorena
Posada Martínez, Luz Marina
Gómez Calvo, Claudia Vanessa
- Tipo de recurso:
- Trabajo de grado de pregrado
- Fecha de publicación:
- 2022
- Institución:
- Universidad Cooperativa de Colombia
- Repositorio:
- Repositorio UCC
- Idioma:
- OAI Identifier:
- oai:repository.ucc.edu.co:20.500.12494/45424
- Acceso en línea:
- https://hdl.handle.net/20.500.12494/45424
- Palabra clave:
- Trastorno del Espectro Autista
Videojuegos
Habilidades cognitivas
Infancia
TG 2022 PSI 45424
Autism Spectrum Disorder
Video games
Cognitive skills
Childhood
- Rights
- openAccess
- License
- Atribución – Sin Derivar
id |
COOPER2_c93c21e5b0d3c70235f0c80d259177d1 |
---|---|
oai_identifier_str |
oai:repository.ucc.edu.co:20.500.12494/45424 |
network_acronym_str |
COOPER2 |
network_name_str |
Repositorio UCC |
repository_id_str |
|
dc.title.spa.fl_str_mv |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
title |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
spellingShingle |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) Trastorno del Espectro Autista Videojuegos Habilidades cognitivas Infancia TG 2022 PSI 45424 Autism Spectrum Disorder Video games Cognitive skills Childhood |
title_short |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
title_full |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
title_fullStr |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
title_full_unstemmed |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
title_sort |
Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) |
dc.creator.fl_str_mv |
Tapasco Martínez, Lorena Posada Martínez, Luz Marina Gómez Calvo, Claudia Vanessa |
dc.contributor.advisor.none.fl_str_mv |
Zambrano Cruz, Renato |
dc.contributor.author.none.fl_str_mv |
Tapasco Martínez, Lorena Posada Martínez, Luz Marina Gómez Calvo, Claudia Vanessa |
dc.subject.spa.fl_str_mv |
Trastorno del Espectro Autista Videojuegos Habilidades cognitivas Infancia |
topic |
Trastorno del Espectro Autista Videojuegos Habilidades cognitivas Infancia TG 2022 PSI 45424 Autism Spectrum Disorder Video games Cognitive skills Childhood |
dc.subject.classification.spa.fl_str_mv |
TG 2022 PSI 45424 |
dc.subject.other.spa.fl_str_mv |
Autism Spectrum Disorder Video games Cognitive skills Childhood |
description |
Objetivo: Identificar el desempeño de habilidades cognitivas mediante el uso de videojuegos en niños (a) diagnosticados con Trastorno del Espectro del Autista (TEA). Metodología: según las fases de la guía PRISMA, se realizaron búsquedas en las bases de datos Pubmed, sciencedirect, Spinger, SAGE Journal. Treinta artículos fueron incluidos en la revisión. Resultado: Se evidencia que la mayoría de las herramientas que promueven la facilidad de uso y la utilidad de videojuegos, respaldadas por los resultados comparativos sobre el desempeño de los niños diagnosticados con TEA en la mejora de las áreas de Cognición, atención, aprendizaje, funciones ejecutivas y funciones motoras. Conclusiones: El uso de videojuegos en terapias dentro del hogar, clínicas o en aulas de clase, representan una nueva posibilidad para niños con TEA, puesto que es menos invasivo a su espacio personal, pero a su vez genera un reto mayor en equipo multidisciplinario de intervención. |
publishDate |
2022 |
dc.date.accessioned.none.fl_str_mv |
2022-06-22T19:17:47Z |
dc.date.available.none.fl_str_mv |
2022-06-22T19:17:47Z |
dc.date.issued.none.fl_str_mv |
2022-05 |
dc.type.none.fl_str_mv |
Trabajo de grado - Pregrado |
dc.type.hasVersion.none.fl_str_mv |
info:eu-repo/semantics/acceptedVersion |
dc.type.coar.none.fl_str_mv |
http://purl.org/coar/resource_type/c_7a1f |
dc.type.driver.none.fl_str_mv |
info:eu-repo/semantics/bachelorThesis |
format |
http://purl.org/coar/resource_type/c_7a1f |
status_str |
acceptedVersion |
dc.identifier.uri.none.fl_str_mv |
https://hdl.handle.net/20.500.12494/45424 |
dc.identifier.bibliographicCitation.spa.fl_str_mv |
Tapasco Martínez, L., Posada Martínez, L. M. y Gómez Calvo C. V. (2022). Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) [Tesis de pregrado, Universidad Cooperativa de Colombia]. Repositorio Institucional Universidad Cooperativa de Colombia. https://repository.ucc.edu.co/handle/20.500.12494/45424 |
url |
https://hdl.handle.net/20.500.12494/45424 |
identifier_str_mv |
Tapasco Martínez, L., Posada Martínez, L. M. y Gómez Calvo C. V. (2022). Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) [Tesis de pregrado, Universidad Cooperativa de Colombia]. Repositorio Institucional Universidad Cooperativa de Colombia. https://repository.ucc.edu.co/handle/20.500.12494/45424 |
dc.relation.references.spa.fl_str_mv |
American Psychological Association. (2014). Manual Diagnóstico y Estadístico de los Trastornos Mentales. Panamericana Editorial Ltda. Anguera, J. A., Brandes-Aitken, A. N., Rolle, C. E., Skinner, S. N., Desai, S. S., Bower, J. D., Martucci, W. E., Chung, W. K., Sherr, E. H., & Marco, E. J. (2016). Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive ‘video game’ technology: a pilot study. Translational Psychiatry, 6(9), e893. https://doi.org/10.1038/tp.2016.178 Antão, J. Y. F. de L., Abreu, L. C. de, Barbosa, R. T. de A., Crocetta, T. B., Guarnieri, R., Massetti, T., Antunes, T. P. C., Tonks, J., & Monteiro, C. B. de M. (2020). Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder. Cyberpsychology, Behavior, and Social Networking, 23(1), 16–22. https://doi.org/10.1089/cyber.2019.0103 Baldassarri, S., Passerino, L., Ramis, S., Riquelme, I., & Perales, F. J. (2021). Toward emotional interactive videogames for children with autism spectrum disorder. Universal Access in the Information Society, 20(2), 239–254. https://doi.org/10.1007/s10209-020- 00725-8 Ballesteros, S., Voelcker-Rehage, C., & Bherer, L. (2018). Editorial: Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games, and Combined Interventions. Frontiers in Human Neuroscience, 12. https://doi.org/10.3389/fnhum.2018.00169 Bassiouni, D. H., Hackley, C., & Meshreki, H. (2019). The integration of video games in family-life dynamics. Information Technology & People, 32(6), 1376–1396. https://doi.org/10.1108/ITP-11-2017-0375 Beaumont, R., Walker, H., Weiss, J., & Sofronoff, K. (2021). Randomized Controlled Trial of a Video Gaming-Based Social Skills Program for Children on the Autism Spectrum. Journal of Autism and Developmental Disorders, 51(10), 3637–3650. https://doi.org/10.1007/s10803-020-04801-z Benyakorn, S., Calub, C. A., Riley, S. J., Schneider, A., Iosif, A.-M., Solomon, M., Hessl, D., & Schweitzer, J. B. (2018). Computerized Cognitive Training in Children With Autism and Intellectual Disabilities: Feasibility and Satisfaction Study. JMIR Mental Health, 5(2), e40. https://doi.org/10.2196/mental.9564 Bi, X., Wang, Y., Shu, Q., Sun, Q., & Xu, Q. (2018). Classification of Autism Spectrum Disorder Using Random Support Vector Machine Cluster. Frontiers in Genetics, 9. https://doi.org/10.3389/fgene.2018.00018 Bono, V., Narzisi, A., Jouen, A.-L., Tilmont, E., Hommel, S., Jamal, W., Xavier, J., Billeci, L., Maharatna, K., Wald, M., Chetouani, M., Cohen, D., & Muratori, F. (2016). GOLIAH: A Gaming Platform for Home-Based Intervention in Autism – Principles and Design. Frontiers in Psychiatry, 7. https://doi.org/10.3389/fpsyt.2016.00070 Caro, K., Tentori, M., Martinez-Garcia, A. I., & Alvelais, M. (2017). Using the FroggyBobby exergame to support eye-body coordination development of children with severe autism. International Journal of Human-Computer Studies, 105, 12–27. https://doi.org/10.1016/j.ijhcs.2017.03.005 Carroll, L., Braeutigam, S., Dawes, J. M., Krsnik, Z., Kostovic, I., Coutinho, E., Dewing, J. M., Horton, C. A., Gomez-Nicola, D., & Menassa, D. A. (2021). Autism Spectrum Disorders: Multiple Routes to, and Multiple Consequences of, Abnormal Synaptic Function and Connectivity. The Neuroscientist, 27(1), 10–29. https://doi.org/10.1177/1073858420921378 Chen, J., Wang, G., Zhang, K., Wang, G., & Liu, L. (2019). A pilot study on evaluating children with autism spectrum disorder using computer games. Computers in Human Behavior, 90, 204–214. https://doi.org/10.1016/j.chb.2018.08.057 Chukoskie, L., Westerfield, M., & Townsend, J. (2018). A novel approach to training attention and gaze in ASD: A feasibility and efficacy pilot study. Developmental Neurobiology, 78(5), 546–554. https://doi.org/10.1002/dneu.22563 Craig, F., Tenuta, F., De Giacomo, A., Trabacca, A., & Costabile, A. (2021). A systematic review of problematic video-game use in people with Autism Spectrum Disorders. Research in Autism Spectrum Disorders, 82, 101726. https://doi.org/10.1016/j.rasd.2021.101726 Colder Carras, M., Van Rooij, A. J., Spruijt-Metz, D., Kvedar, J., Griffiths, M. D., Carabas, Y., & Labrique, A. (2018). Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry, 8. https://doi.org/10.3389/fpsyt.2017.00300 Daouadji Amina, K., & Fatima, B. (2018). MEDIUS: A Serious Game for Autistic Children Based on Decision System. Simulation & Gaming, 49(4), 423–440. https://doi.org/10.1177/1046878118773891 DeRosier, M. E., & Thomas, J. M. (2019). Hall of Heroes : A Digital Game for Social Skills Training with Young Adolescents. International Journal of Computer Games Technology, 2019, 1–12. https://doi.org/10.1155/2019/6981698 Edwards, J., Jeffrey, S., May, T., Rinehart, N. J., & Barnett, L. M. (2017). Does playing a sports active video game improve object control skills of children with autism spectrum disorder? Journal of Sport and Health Science, 6(1), 17–24. https://doi.org/10.1016/j.jshs.2016.09.004 Engström, H., Berg Marklund, B., Backlund, P., & Toftedahl, M. (2018). Game development from a software and creative product perspective: A quantitative literature review approach. Entertainment Computing, 27, 10–22. https://doi.org/10.1016/j.entcom.2018.02.008 Fang, Q., Aiken, C. A., Fang, C., & Pan, Z. (2019). Effects of Exergaming on Physical and Cognitive Functions in Individuals with Autism Spectrum Disorder: A Systematic Review. Games for Health Journal, 8(2), 74–84. https://doi.org/10.1089/g4h.2018.0032 Finke, E. H., Hickerson, B. D., & Kremkow, J. M. D. (2018). “To Be Quite Honest, If It Wasn’t for Videogames I Wouldn’t Have a Social Life at All”: Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure. American Journal of Speech-Language Pathology, 27(2), 672–689. https://doi.org/10.1044/2017_AJSLP-17-0073 Finke, E. H., Wilkinson, K. M., & Hickerson, B. D. (2017). Social Referencing Gaze Behavior During a Videogame Task: Eye Tracking Evidence from Children With and Without ASD. Journal of Autism and Developmental Disorders, 47(2), 415–423. https://doi.org/10.1007/s10803-016-2968-1 Flynn, R. M., Colón-Acosta, N., Zhou, J., & Bower, J. (2019). A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. Journal of Autism and Developmental Disorders, 49(5), 2003– 2014. https://doi.org/10.1007/s10803-019-03881-w Fridenson-Hayo, S., Berggren, S., Lassalle, A., Tal, S., Pigat, D., Meir-Goren, N., O’Reilly, H., Ben-Zur, S., Bölte, S., Baron-Cohen, S., & Golan, O. (2017). ‘Emotiplay’: a serious game for learning about emotions in children with autism: results of a cross-cultural evaluation. European Child & Adolescent Psychiatry, 26(8), 979–992. https://doi.org/10.1007/s00787-017-0968-0 Guissart, C., Latypova, X., Rollier, P., Khan, T. N., Stamberger, H., McWalter, K., Cho, M. T., Kjaergaard, S., Weckhuysen, S., Lesca, G., Besnard, T., Õunap, K., Schema, L., Chiocchetti, A. G., McDonald, M., de Bellescize, J., Vincent, M., Van Esch, H., Sattler, S., … Küry, S. (2018). Dual Molecular Effects of Dominant RORA Mutations Cause Two Variants of Syndromic Intellectual Disability with Either Autism or Cerebellar Ataxia. The American Journal of Human Genetics, 102(5), 744–759. https://doi.org/10.1016/j.ajhg.2018.02.021 Goodwin, M. S. (2008). Enhancing and Accelerating the Pace of Autism Research and Treatment. Focus on Autism and Other Developmental Disabilities, 23(2), 125–128. https://doi.org/10.1177/1088357608316678 Ibrahim, M. A. Mahfuri M., Abdallah N., Alkhazaleh H, Zeki T. (2020). Using playability heuristics to evaluate player experience in educational video games. Journal of Theoretical and Applied Information Technology, 98(23), 3632 -3642. Jackson, S. L. J., Hart, L., Brown, J. T., & Volkmar, F. R. (2018). Brief Report: SelfReported Academic, Social, and Mental Health Experiences of Post-Secondary Students with Autism Spectrum Disorder. Journal of Autism and Developmental Disorders, 48(3), 643–650. https://doi.org/10.1007/s10803-017-3315-x Ji, C., Yang, J., Lin, L., & Chen, S. (2022). Executive Function Improvement for Children with Autism Spectrum Disorder: A Comparative Study between Virtual Training and Physical Exercise Methods. Children, 9(4), 507. https://doi.org/10.3390/children9040507 Jiménez-Muñoz, L., Peñuelas-Calvo, I., Calvo-Rivera, P., Díaz-Oliván, I., Moreno, M., BacaGarcía, E., & Porras-Segovia, A. (2022). Video Games for the Treatment of Autism Spectrum Disorder: A Systematic Review. Journal of Autism and Developmental Disorders, 52(1), 169–188. https://doi.org/10.1007/s10803-021-04934-9 Jouen, A.-L., Narzisi, A., Xavier, J., Tilmont, E., Bodeau, N., Bono, V., Ketem-Premel, N., Anzalone, S., Maharatna, K., Chetouani, M., Muratori, F., Cohen, D., Bonfiglio, S., Apicella, F., Sicca, F., Billeci, L., Pioggia, G., Cruciani, F., Paggetti, C., … Donnelly, M. (2017). GOLIAH (Gaming Open Library for Intervention in Autism at Home): a 6- month single blind matched controlled exploratory study. Child and Adolescent Psychiatry and Mental Health, 11(1), 17. https://doi.org/10.1186/s13034-017-0154-7 Kanero, J., Geçkin, V., Oranç, C., Mamus, E., Küntay, A. C., & Göksun, T. (2018). Social Robots for Early Language Learning: Current Evidence and Future Directions. Child Development Perspectives, 12(3), 146–151. https://doi.org/10.1111/cdep.12277 Kang, Y.-S., & Chang, Y.-J. (2019). Using game technology to teach six elementary school children with autism to take a shower independently. Developmental Neurorehabilitation, 22(5), 329–337. https://doi.org/10.1080/17518423.2018.1501778 Lima, J. L., Axt, G., Teixeira, D. S., Monteiro, D., Cid, L., Yamamoto, T., MurilloRodriguez, E., & Machado, S. (2020). Exergames for Children and Adolescents with Autism Spectrum Disorder: An Overview. Clinical Practice & Epidemiology in Mental Health, 16(1), 1–6. https://doi.org/10.2174/1745017902016010001 Macoun, S. J., Schneider, I., Bedir, B., Sheehan, J., & Sung, A. (2021). Pilot Study of an Attention and Executive Function Cognitive Intervention in Children with Autism Spectrum Disorders. Journal of Autism and Developmental Disorders, 51(8), 2600– 2610. https://doi.org/10.1007/s10803-020-04723-w Mairena, M. Á., Mora-Guiard, J., Malinverni, L., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2019). A full-body interactive videogame used as a tool to foster social initiation conducts in children with Autism Spectrum Disorders. Research in Autism Spectrum Disorders, 67, 101438. https://doi.org/10.1016/j.rasd.2019.101438 Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2017). An inclusive design approach for developing video games for children with Autism Spectrum Disorder. Computers in Human Behavior, 71, 535–549. https://doi.org/10.1016/j.chb.2016.01.018 Mercado, J., Escobedo, L., & Tentori, M. (2021). A BCI video game using neurofeedback improves the attention of children with autism. Journal on Multimodal User Interfaces, 15(3), 273–281. https://doi.org/10.1007/s12193-020-00339-7 Millington, E., Simmons, D. R., & Cleland Woods, H. (2022). Brief Report: Investigating the Motivations and Autistic Traits of Video Gamers. Journal of Autism and Developmental Disorders, 52(3), 1403–1407. https://doi.org/10.1007/s10803-021-04994-x Rafiei Milajerdi, H., Sheikh, M., Najafabadi, M. G., Saghaei, B., Naghdi, N., & Dewey, D. (2021). The Effects of Physical Activity and Exergaming on Motor Skills and Executive Functions in Children with Autism Spectrum Disorder. Games for Health Journal, 10(1), 33–42. https://doi.org/10.1089/g4h.2019.0180 Serret, S., Hun, S., Thümmler, S., Pierron, P., Santos, A., Bourgeois, J., & Askenazy, F. (2017). Teaching Literacy Skills to French Minimally Verbal School-Aged Children with Autism Spectrum Disorders with the Serious Game SEMA-TIC: An Exploratory Study. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.01523 Soke, G. N., Maenner, M. J., Christensen, D., Kurzius-Spencer, M., & Schieve, L. A. (2018). Prevalence of Co-occurring Medical and Behavioral Conditions/Symptoms Among 4- and 8-Year-Old Children with Autism Spectrum Disorder in Selected Areas of the United States in 2010. Journal of Autism and Developmental Disorders, 48(8), 2663– 2676. https://doi.org/10.1007/s10803-018-3521-1 Spaniol, M. M., Shalev, L., Kossyvaki, L., & Mevorach, C. (2018). Attention Training in Autism as a Potential Approach to Improving Academic Performance: A School-Based Pilot Study. Journal of Autism and Developmental Disorders, 48(2), 592–610. https://doi.org/10.1007/s10803-017-3371-2 Spriggs, A. D., Gast, D. L., & Knight, V. F. (2016). Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD. Journal of Autism and Developmental Disorders, 46(9), 2845–2858. https://doi.org/10.1007/s10803-016-2824- 3 Stedman, A., Taylor, B., Erard, M., Peura, C., & Siegel, M. (2019). Are Children Severely Affected by Autism Spectrum Disorder Underrepresented in Treatment Studies? An Analysis of the Literature. Journal of Autism and Developmental Disorders, 49(4), 1378–1390. https://doi.org/10.1007/s10803-018-3844-y Stone, B. G., Mills, K. A., & Saggers, B. (2019). Online multiplayer games for the social interactions of children with autism spectrum disorder: a resource for inclusive education. International Journal of Inclusive Education, 23(2), 209–228. https://doi.org/10.1080/13603116.2018.1426051 Sundberg, M. (2018). Online gaming, loneliness and friendships among adolescents and adults with ASD. Computers in Human Behavior, 79, 105–110. https://doi.org/10.1016/j.chb.2017.10.020 Toh, W., & Kirschner, D. (2020). Self-directed learning in video games, affordances and pedagogical implications for teaching and learning. Computers & Education, 154, 103912. https://doi.org/10.1016/j.compedu.2020.103912 Travers, B. G., Mason, A. H., Mrotek, L. A., Ellertson, A., Dean, D. C., Engel, C., Gomez, A., Dadalko, O. I., & McLaughlin, K. (2018). Biofeedback-Based, Videogame Balance Training in Autism. Journal of Autism and Developmental Disorders, 48(1), 163–175. https://doi.org/10.1007/s10803-017-3310-2 Valentine, A. Z., Brown, B. J., Groom, M. J., Young, E., Hollis, C., & Hall, C. L. (2020). A systematic review evaluating the implementation of technologies to assess, monitor and treat neurodevelopmental disorders: A map of the current evidence. Clinical Psychology Review, 80, 101870. https://doi.org/10.1016/j.cpr.2020.101870 Vivanti, G., & Volkmar, F. R. (2020). Review: National Guideline for the Assessment and Diagnosis of Autism Spectrum Disorders in Australia (Whitehouse, Evans et al. 2018). Journal of Autism and Developmental Disorders, 50(6), 2252–2254. https://doi.org/10.1007/s10803-019-03937-x Vukićević, S., Đorđević, M., Glumbić, N., Bogdanović, Z., & Đurić Jovičić, M. (2019). A Demonstration Project for the Utility of Kinect-Based Educational Games to Benefit Motor Skills of Children with ASD. Perceptual and Motor Skills, 126(6), 1117–1144. https://doi.org/10.1177/0031512519867521 Wagle, S., Ghosh, A., Karthic, P., Ghosh, A., Pervaiz, T., Kapoor, R., Patil, K., & Gupta, N. (2021). Development and testing of a game-based digital intervention for working memory training in autism spectrum disorder. Scientific Reports, 11(1), 13800. https://doi.org/10.1038/s41598-021-93258-w Washington, P., Kalantarian, H., Kent, J., Husic, A., Kline, A., Leblanc, E., Hou, C., Mutlu, O. C., Dunlap, K., Penev, Y., Varma, M., Stockham, N. T., Chrisman, B., Paskov, K., Sun, M. W., Jung, J.-Y., Voss, C., Haber, N., & Wall, D. P. (2022). Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study. JMIR Pediatrics and Parenting, 5(2), e26760. https://doi.org/10.2196/26760 Xiao, G., Ma, Y., Liu, C., & Jiang, D. (2020). A machine emotion transfer model for intelligent human-machine interaction based on group division. Mechanical Systems and Signal Processing, 142, 106736. https://doi.org/10.1016/j.ymssp.2020.106736 Yang, N., Hurd, P. L., & Crespi, B. J. (2022). Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.767446 Zayeni, D., Raynaud, J.-P., & Revet, A. (2020). Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review. Frontiers in Psychiatry, 11. https://doi.org/10.3389/fpsyt.2020.00036 |
dc.rights.license.none.fl_str_mv |
Atribución – Sin Derivar |
dc.rights.accessrights.none.fl_str_mv |
info:eu-repo/semantics/openAccess |
dc.rights.coar.none.fl_str_mv |
http://purl.org/coar/access_right/c_abf2 |
rights_invalid_str_mv |
Atribución – Sin Derivar http://purl.org/coar/access_right/c_abf2 |
eu_rights_str_mv |
openAccess |
dc.format.extent.spa.fl_str_mv |
35 |
dc.publisher.spa.fl_str_mv |
Universidad Cooperativa de Colombia, Facultad de Ciencias Sociales, Psicología, Cali |
dc.publisher.program.spa.fl_str_mv |
Psicología |
dc.publisher.place.spa.fl_str_mv |
Cali |
institution |
Universidad Cooperativa de Colombia |
bitstream.url.fl_str_mv |
https://repository.ucc.edu.co/bitstreams/1c65b81a-13ab-4e07-b4e5-95d5a32921be/download https://repository.ucc.edu.co/bitstreams/3da18432-d1e6-4631-b6b8-f7ff49a2f9c7/download https://repository.ucc.edu.co/bitstreams/79ef9ebb-c813-4304-b9ec-7021113416f7/download https://repository.ucc.edu.co/bitstreams/3b2b5a99-b79e-4e6c-9517-8488ea0fe065/download https://repository.ucc.edu.co/bitstreams/ee52e60b-3442-47e7-89d2-5829005bbde6/download https://repository.ucc.edu.co/bitstreams/0f48280d-011e-4303-9831-e388a87a50b8/download https://repository.ucc.edu.co/bitstreams/9cd08d71-b3a6-4647-89de-74374c8332ec/download https://repository.ucc.edu.co/bitstreams/68a71196-e89f-42dd-98f5-b46445b20fb2/download https://repository.ucc.edu.co/bitstreams/7486e7e1-34e7-4e66-8403-cc967b88a252/download https://repository.ucc.edu.co/bitstreams/741f3673-6818-432a-83b5-85c9aea4e07f/download |
bitstream.checksum.fl_str_mv |
d56e022b245f5d1de84be29d20cad16d 630603e9a234788974dd87c735dfb3fc 1d7f66604f0165f98e33621ff1b0c8bd 8a4605be74aa9ea9d79846c1fba20a33 3c75294abb62b50795c46f2054cf7b98 d11ddb75c30a504f80417677c2cb7261 d5a0df97930757eb459ed08a75fdb82e 756e5b29e6f8667f13e1fe53a1b76318 f1167195946a0fe592f4f6c2550b42e1 b56d6bf09d04b64686b0bfcb8c1a7475 |
bitstream.checksumAlgorithm.fl_str_mv |
MD5 MD5 MD5 MD5 MD5 MD5 MD5 MD5 MD5 MD5 |
repository.name.fl_str_mv |
Repositorio Institucional Universidad Cooperativa de Colombia |
repository.mail.fl_str_mv |
bdigital@metabiblioteca.com |
_version_ |
1814247231740444672 |
spelling |
Zambrano Cruz, RenatoTapasco Martínez, LorenaPosada Martínez, Luz MarinaGómez Calvo, Claudia Vanessa2022-06-22T19:17:47Z2022-06-22T19:17:47Z2022-05https://hdl.handle.net/20.500.12494/45424Tapasco Martínez, L., Posada Martínez, L. M. y Gómez Calvo C. V. (2022). Revisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA) [Tesis de pregrado, Universidad Cooperativa de Colombia]. Repositorio Institucional Universidad Cooperativa de Colombia. https://repository.ucc.edu.co/handle/20.500.12494/45424Objetivo: Identificar el desempeño de habilidades cognitivas mediante el uso de videojuegos en niños (a) diagnosticados con Trastorno del Espectro del Autista (TEA). Metodología: según las fases de la guía PRISMA, se realizaron búsquedas en las bases de datos Pubmed, sciencedirect, Spinger, SAGE Journal. Treinta artículos fueron incluidos en la revisión. Resultado: Se evidencia que la mayoría de las herramientas que promueven la facilidad de uso y la utilidad de videojuegos, respaldadas por los resultados comparativos sobre el desempeño de los niños diagnosticados con TEA en la mejora de las áreas de Cognición, atención, aprendizaje, funciones ejecutivas y funciones motoras. Conclusiones: El uso de videojuegos en terapias dentro del hogar, clínicas o en aulas de clase, representan una nueva posibilidad para niños con TEA, puesto que es menos invasivo a su espacio personal, pero a su vez genera un reto mayor en equipo multidisciplinario de intervención.Objective: To identify the performance of cognitive skills through the use of video games in children diagnosed with Autism Spectrum Disorder (ASD). Methodology: according to the phases of the PRISMA guide, searches were made in the Pubmed, sciencedirect, Spinger, and SAGE Journal databases. Thirty articles were included in the review. Result: It is evident that most of the tools that promote the easier use and usefulness of video games, supported by the comparative results on the performance of children diagnosed with ASD in the improvement of the areas of cognition, attention, learning, functions executive and motor functions. Conclusions: The use of video games in therapies within the home, clinics or in classrooms, represent a new possibility for children with ASD, since it is less invasive to their personal space, but at the same time it generates a greater challenge in a multidisciplinary intervention team.lorena.tapasco@campusucc.edu.coluz.posadamart@campusucc.edu.coclaudia.gomezcalvo@campusucc.edu.co35Universidad Cooperativa de Colombia, Facultad de Ciencias Sociales, Psicología, CaliPsicologíaCaliTrastorno del Espectro AutistaVideojuegosHabilidades cognitivasInfanciaTG 2022 PSI 45424Autism Spectrum DisorderVideo gamesCognitive skillsChildhoodRevisión Sistemática: Impacto de los videojuegos en las habilidades cognitivas de niños con Trastorno del Espectro Autista (TEA)Trabajo de grado - Pregradoinfo:eu-repo/semantics/acceptedVersionhttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisAtribución – Sin Derivarinfo:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2American Psychological Association. (2014). Manual Diagnóstico y Estadístico de los Trastornos Mentales. Panamericana Editorial Ltda.Anguera, J. A., Brandes-Aitken, A. N., Rolle, C. E., Skinner, S. N., Desai, S. S., Bower, J. D., Martucci, W. E., Chung, W. K., Sherr, E. H., & Marco, E. J. (2016). Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive ‘video game’ technology: a pilot study. Translational Psychiatry, 6(9), e893. https://doi.org/10.1038/tp.2016.178Antão, J. Y. F. de L., Abreu, L. C. de, Barbosa, R. T. de A., Crocetta, T. B., Guarnieri, R., Massetti, T., Antunes, T. P. C., Tonks, J., & Monteiro, C. B. de M. (2020). Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder. Cyberpsychology, Behavior, and Social Networking, 23(1), 16–22. https://doi.org/10.1089/cyber.2019.0103Baldassarri, S., Passerino, L., Ramis, S., Riquelme, I., & Perales, F. J. (2021). Toward emotional interactive videogames for children with autism spectrum disorder. Universal Access in the Information Society, 20(2), 239–254. https://doi.org/10.1007/s10209-020- 00725-8Ballesteros, S., Voelcker-Rehage, C., & Bherer, L. (2018). Editorial: Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games, and Combined Interventions. Frontiers in Human Neuroscience, 12. https://doi.org/10.3389/fnhum.2018.00169Bassiouni, D. H., Hackley, C., & Meshreki, H. (2019). The integration of video games in family-life dynamics. Information Technology & People, 32(6), 1376–1396. https://doi.org/10.1108/ITP-11-2017-0375Beaumont, R., Walker, H., Weiss, J., & Sofronoff, K. (2021). Randomized Controlled Trial of a Video Gaming-Based Social Skills Program for Children on the Autism Spectrum. Journal of Autism and Developmental Disorders, 51(10), 3637–3650. https://doi.org/10.1007/s10803-020-04801-zBenyakorn, S., Calub, C. A., Riley, S. J., Schneider, A., Iosif, A.-M., Solomon, M., Hessl, D., & Schweitzer, J. B. (2018). Computerized Cognitive Training in Children With Autism and Intellectual Disabilities: Feasibility and Satisfaction Study. JMIR Mental Health, 5(2), e40. https://doi.org/10.2196/mental.9564Bi, X., Wang, Y., Shu, Q., Sun, Q., & Xu, Q. (2018). Classification of Autism Spectrum Disorder Using Random Support Vector Machine Cluster. Frontiers in Genetics, 9. https://doi.org/10.3389/fgene.2018.00018Bono, V., Narzisi, A., Jouen, A.-L., Tilmont, E., Hommel, S., Jamal, W., Xavier, J., Billeci, L., Maharatna, K., Wald, M., Chetouani, M., Cohen, D., & Muratori, F. (2016). GOLIAH: A Gaming Platform for Home-Based Intervention in Autism – Principles and Design. Frontiers in Psychiatry, 7. https://doi.org/10.3389/fpsyt.2016.00070Caro, K., Tentori, M., Martinez-Garcia, A. I., & Alvelais, M. (2017). Using the FroggyBobby exergame to support eye-body coordination development of children with severe autism. International Journal of Human-Computer Studies, 105, 12–27. https://doi.org/10.1016/j.ijhcs.2017.03.005Carroll, L., Braeutigam, S., Dawes, J. M., Krsnik, Z., Kostovic, I., Coutinho, E., Dewing, J. M., Horton, C. A., Gomez-Nicola, D., & Menassa, D. A. (2021). Autism Spectrum Disorders: Multiple Routes to, and Multiple Consequences of, Abnormal Synaptic Function and Connectivity. The Neuroscientist, 27(1), 10–29. https://doi.org/10.1177/1073858420921378Chen, J., Wang, G., Zhang, K., Wang, G., & Liu, L. (2019). A pilot study on evaluating children with autism spectrum disorder using computer games. Computers in Human Behavior, 90, 204–214. https://doi.org/10.1016/j.chb.2018.08.057Chukoskie, L., Westerfield, M., & Townsend, J. (2018). A novel approach to training attention and gaze in ASD: A feasibility and efficacy pilot study. Developmental Neurobiology, 78(5), 546–554. https://doi.org/10.1002/dneu.22563Craig, F., Tenuta, F., De Giacomo, A., Trabacca, A., & Costabile, A. (2021). A systematic review of problematic video-game use in people with Autism Spectrum Disorders. Research in Autism Spectrum Disorders, 82, 101726. https://doi.org/10.1016/j.rasd.2021.101726Colder Carras, M., Van Rooij, A. J., Spruijt-Metz, D., Kvedar, J., Griffiths, M. D., Carabas, Y., & Labrique, A. (2018). Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry, 8. https://doi.org/10.3389/fpsyt.2017.00300Daouadji Amina, K., & Fatima, B. (2018). MEDIUS: A Serious Game for Autistic Children Based on Decision System. Simulation & Gaming, 49(4), 423–440. https://doi.org/10.1177/1046878118773891DeRosier, M. E., & Thomas, J. M. (2019). Hall of Heroes : A Digital Game for Social Skills Training with Young Adolescents. International Journal of Computer Games Technology, 2019, 1–12. https://doi.org/10.1155/2019/6981698Edwards, J., Jeffrey, S., May, T., Rinehart, N. J., & Barnett, L. M. (2017). Does playing a sports active video game improve object control skills of children with autism spectrum disorder? Journal of Sport and Health Science, 6(1), 17–24. https://doi.org/10.1016/j.jshs.2016.09.004Engström, H., Berg Marklund, B., Backlund, P., & Toftedahl, M. (2018). Game development from a software and creative product perspective: A quantitative literature review approach. Entertainment Computing, 27, 10–22. https://doi.org/10.1016/j.entcom.2018.02.008Fang, Q., Aiken, C. A., Fang, C., & Pan, Z. (2019). Effects of Exergaming on Physical and Cognitive Functions in Individuals with Autism Spectrum Disorder: A Systematic Review. Games for Health Journal, 8(2), 74–84. https://doi.org/10.1089/g4h.2018.0032Finke, E. H., Hickerson, B. D., & Kremkow, J. M. D. (2018). “To Be Quite Honest, If It Wasn’t for Videogames I Wouldn’t Have a Social Life at All”: Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure. American Journal of Speech-Language Pathology, 27(2), 672–689. https://doi.org/10.1044/2017_AJSLP-17-0073Finke, E. H., Wilkinson, K. M., & Hickerson, B. D. (2017). Social Referencing Gaze Behavior During a Videogame Task: Eye Tracking Evidence from Children With and Without ASD. Journal of Autism and Developmental Disorders, 47(2), 415–423. https://doi.org/10.1007/s10803-016-2968-1Flynn, R. M., Colón-Acosta, N., Zhou, J., & Bower, J. (2019). A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. Journal of Autism and Developmental Disorders, 49(5), 2003– 2014. https://doi.org/10.1007/s10803-019-03881-wFridenson-Hayo, S., Berggren, S., Lassalle, A., Tal, S., Pigat, D., Meir-Goren, N., O’Reilly, H., Ben-Zur, S., Bölte, S., Baron-Cohen, S., & Golan, O. (2017). ‘Emotiplay’: a serious game for learning about emotions in children with autism: results of a cross-cultural evaluation. European Child & Adolescent Psychiatry, 26(8), 979–992. https://doi.org/10.1007/s00787-017-0968-0Guissart, C., Latypova, X., Rollier, P., Khan, T. N., Stamberger, H., McWalter, K., Cho, M. T., Kjaergaard, S., Weckhuysen, S., Lesca, G., Besnard, T., Õunap, K., Schema, L., Chiocchetti, A. G., McDonald, M., de Bellescize, J., Vincent, M., Van Esch, H., Sattler, S., … Küry, S. (2018). Dual Molecular Effects of Dominant RORA Mutations Cause Two Variants of Syndromic Intellectual Disability with Either Autism or Cerebellar Ataxia. The American Journal of Human Genetics, 102(5), 744–759. https://doi.org/10.1016/j.ajhg.2018.02.021Goodwin, M. S. (2008). Enhancing and Accelerating the Pace of Autism Research and Treatment. Focus on Autism and Other Developmental Disabilities, 23(2), 125–128. https://doi.org/10.1177/1088357608316678Ibrahim, M. A. Mahfuri M., Abdallah N., Alkhazaleh H, Zeki T. (2020). Using playability heuristics to evaluate player experience in educational video games. Journal of Theoretical and Applied Information Technology, 98(23), 3632 -3642.Jackson, S. L. J., Hart, L., Brown, J. T., & Volkmar, F. R. (2018). Brief Report: SelfReported Academic, Social, and Mental Health Experiences of Post-Secondary Students with Autism Spectrum Disorder. Journal of Autism and Developmental Disorders, 48(3), 643–650. https://doi.org/10.1007/s10803-017-3315-xJi, C., Yang, J., Lin, L., & Chen, S. (2022). Executive Function Improvement for Children with Autism Spectrum Disorder: A Comparative Study between Virtual Training and Physical Exercise Methods. Children, 9(4), 507. https://doi.org/10.3390/children9040507Jiménez-Muñoz, L., Peñuelas-Calvo, I., Calvo-Rivera, P., Díaz-Oliván, I., Moreno, M., BacaGarcía, E., & Porras-Segovia, A. (2022). Video Games for the Treatment of Autism Spectrum Disorder: A Systematic Review. Journal of Autism and Developmental Disorders, 52(1), 169–188. https://doi.org/10.1007/s10803-021-04934-9Jouen, A.-L., Narzisi, A., Xavier, J., Tilmont, E., Bodeau, N., Bono, V., Ketem-Premel, N., Anzalone, S., Maharatna, K., Chetouani, M., Muratori, F., Cohen, D., Bonfiglio, S., Apicella, F., Sicca, F., Billeci, L., Pioggia, G., Cruciani, F., Paggetti, C., … Donnelly, M. (2017). GOLIAH (Gaming Open Library for Intervention in Autism at Home): a 6- month single blind matched controlled exploratory study. Child and Adolescent Psychiatry and Mental Health, 11(1), 17. https://doi.org/10.1186/s13034-017-0154-7Kanero, J., Geçkin, V., Oranç, C., Mamus, E., Küntay, A. C., & Göksun, T. (2018). Social Robots for Early Language Learning: Current Evidence and Future Directions. Child Development Perspectives, 12(3), 146–151. https://doi.org/10.1111/cdep.12277Kang, Y.-S., & Chang, Y.-J. (2019). Using game technology to teach six elementary school children with autism to take a shower independently. Developmental Neurorehabilitation, 22(5), 329–337. https://doi.org/10.1080/17518423.2018.1501778Lima, J. L., Axt, G., Teixeira, D. S., Monteiro, D., Cid, L., Yamamoto, T., MurilloRodriguez, E., & Machado, S. (2020). Exergames for Children and Adolescents with Autism Spectrum Disorder: An Overview. Clinical Practice & Epidemiology in Mental Health, 16(1), 1–6. https://doi.org/10.2174/1745017902016010001Macoun, S. J., Schneider, I., Bedir, B., Sheehan, J., & Sung, A. (2021). Pilot Study of an Attention and Executive Function Cognitive Intervention in Children with Autism Spectrum Disorders. Journal of Autism and Developmental Disorders, 51(8), 2600– 2610. https://doi.org/10.1007/s10803-020-04723-wMairena, M. Á., Mora-Guiard, J., Malinverni, L., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2019). A full-body interactive videogame used as a tool to foster social initiation conducts in children with Autism Spectrum Disorders. Research in Autism Spectrum Disorders, 67, 101438. https://doi.org/10.1016/j.rasd.2019.101438Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2017). An inclusive design approach for developing video games for children with Autism Spectrum Disorder. Computers in Human Behavior, 71, 535–549. https://doi.org/10.1016/j.chb.2016.01.018Mercado, J., Escobedo, L., & Tentori, M. (2021). A BCI video game using neurofeedback improves the attention of children with autism. Journal on Multimodal User Interfaces, 15(3), 273–281. https://doi.org/10.1007/s12193-020-00339-7Millington, E., Simmons, D. R., & Cleland Woods, H. (2022). Brief Report: Investigating the Motivations and Autistic Traits of Video Gamers. Journal of Autism and Developmental Disorders, 52(3), 1403–1407. https://doi.org/10.1007/s10803-021-04994-xRafiei Milajerdi, H., Sheikh, M., Najafabadi, M. G., Saghaei, B., Naghdi, N., & Dewey, D. (2021). The Effects of Physical Activity and Exergaming on Motor Skills and Executive Functions in Children with Autism Spectrum Disorder. Games for Health Journal, 10(1), 33–42. https://doi.org/10.1089/g4h.2019.0180Serret, S., Hun, S., Thümmler, S., Pierron, P., Santos, A., Bourgeois, J., & Askenazy, F. (2017). Teaching Literacy Skills to French Minimally Verbal School-Aged Children with Autism Spectrum Disorders with the Serious Game SEMA-TIC: An Exploratory Study. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.01523Soke, G. N., Maenner, M. J., Christensen, D., Kurzius-Spencer, M., & Schieve, L. A. (2018). Prevalence of Co-occurring Medical and Behavioral Conditions/Symptoms Among 4- and 8-Year-Old Children with Autism Spectrum Disorder in Selected Areas of the United States in 2010. Journal of Autism and Developmental Disorders, 48(8), 2663– 2676. https://doi.org/10.1007/s10803-018-3521-1Spaniol, M. M., Shalev, L., Kossyvaki, L., & Mevorach, C. (2018). Attention Training in Autism as a Potential Approach to Improving Academic Performance: A School-Based Pilot Study. Journal of Autism and Developmental Disorders, 48(2), 592–610. https://doi.org/10.1007/s10803-017-3371-2Spriggs, A. D., Gast, D. L., & Knight, V. F. (2016). Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD. Journal of Autism and Developmental Disorders, 46(9), 2845–2858. https://doi.org/10.1007/s10803-016-2824- 3Stedman, A., Taylor, B., Erard, M., Peura, C., & Siegel, M. (2019). Are Children Severely Affected by Autism Spectrum Disorder Underrepresented in Treatment Studies? An Analysis of the Literature. Journal of Autism and Developmental Disorders, 49(4), 1378–1390. https://doi.org/10.1007/s10803-018-3844-yStone, B. G., Mills, K. A., & Saggers, B. (2019). Online multiplayer games for the social interactions of children with autism spectrum disorder: a resource for inclusive education. International Journal of Inclusive Education, 23(2), 209–228. https://doi.org/10.1080/13603116.2018.1426051Sundberg, M. (2018). Online gaming, loneliness and friendships among adolescents and adults with ASD. Computers in Human Behavior, 79, 105–110. https://doi.org/10.1016/j.chb.2017.10.020Toh, W., & Kirschner, D. (2020). Self-directed learning in video games, affordances and pedagogical implications for teaching and learning. Computers & Education, 154, 103912. https://doi.org/10.1016/j.compedu.2020.103912Travers, B. G., Mason, A. H., Mrotek, L. A., Ellertson, A., Dean, D. C., Engel, C., Gomez, A., Dadalko, O. I., & McLaughlin, K. (2018). Biofeedback-Based, Videogame Balance Training in Autism. Journal of Autism and Developmental Disorders, 48(1), 163–175. https://doi.org/10.1007/s10803-017-3310-2Valentine, A. Z., Brown, B. J., Groom, M. J., Young, E., Hollis, C., & Hall, C. L. (2020). A systematic review evaluating the implementation of technologies to assess, monitor and treat neurodevelopmental disorders: A map of the current evidence. Clinical Psychology Review, 80, 101870. https://doi.org/10.1016/j.cpr.2020.101870Vivanti, G., & Volkmar, F. R. (2020). Review: National Guideline for the Assessment and Diagnosis of Autism Spectrum Disorders in Australia (Whitehouse, Evans et al. 2018). Journal of Autism and Developmental Disorders, 50(6), 2252–2254. https://doi.org/10.1007/s10803-019-03937-xVukićević, S., Đorđević, M., Glumbić, N., Bogdanović, Z., & Đurić Jovičić, M. (2019). A Demonstration Project for the Utility of Kinect-Based Educational Games to Benefit Motor Skills of Children with ASD. Perceptual and Motor Skills, 126(6), 1117–1144. https://doi.org/10.1177/0031512519867521Wagle, S., Ghosh, A., Karthic, P., Ghosh, A., Pervaiz, T., Kapoor, R., Patil, K., & Gupta, N. (2021). Development and testing of a game-based digital intervention for working memory training in autism spectrum disorder. Scientific Reports, 11(1), 13800. https://doi.org/10.1038/s41598-021-93258-wWashington, P., Kalantarian, H., Kent, J., Husic, A., Kline, A., Leblanc, E., Hou, C., Mutlu, O. C., Dunlap, K., Penev, Y., Varma, M., Stockham, N. T., Chrisman, B., Paskov, K., Sun, M. W., Jung, J.-Y., Voss, C., Haber, N., & Wall, D. P. (2022). Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study. JMIR Pediatrics and Parenting, 5(2), e26760. https://doi.org/10.2196/26760Xiao, G., Ma, Y., Liu, C., & Jiang, D. (2020). A machine emotion transfer model for intelligent human-machine interaction based on group division. Mechanical Systems and Signal Processing, 142, 106736. https://doi.org/10.1016/j.ymssp.2020.106736Yang, N., Hurd, P. L., & Crespi, B. J. (2022). Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.767446Zayeni, D., Raynaud, J.-P., & Revet, A. (2020). Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review. Frontiers in Psychiatry, 11. https://doi.org/10.3389/fpsyt.2020.00036PublicationORIGINAL2022_impacto_videojuegos.pdf2022_impacto_videojuegos.pdfTrabajo de gradoapplication/pdf309908https://repository.ucc.edu.co/bitstreams/1c65b81a-13ab-4e07-b4e5-95d5a32921be/downloadd56e022b245f5d1de84be29d20cad16dMD512022_impacto_videojuegos-LicenciaUso.pdf2022_impacto_videojuegos-LicenciaUso.pdfLicencia de usoapplication/pdf209756https://repository.ucc.edu.co/bitstreams/3da18432-d1e6-4631-b6b8-f7ff49a2f9c7/download630603e9a234788974dd87c735dfb3fcMD532022_impacto_videojuegos-Acta.pdf2022_impacto_videojuegos-Acta.pdfActaapplication/pdf121109https://repository.ucc.edu.co/bitstreams/79ef9ebb-c813-4304-b9ec-7021113416f7/download1d7f66604f0165f98e33621ff1b0c8bdMD54LICENSElicense.txtlicense.txttext/plain; charset=utf-81748https://repository.ucc.edu.co/bitstreams/3b2b5a99-b79e-4e6c-9517-8488ea0fe065/download8a4605be74aa9ea9d79846c1fba20a33MD52THUMBNAIL2022_impacto_videojuegos.pdf.jpg2022_impacto_videojuegos.pdf.jpgGenerated Thumbnailimage/jpeg2898https://repository.ucc.edu.co/bitstreams/ee52e60b-3442-47e7-89d2-5829005bbde6/download3c75294abb62b50795c46f2054cf7b98MD552022_impacto_videojuegos-LicenciaUso.pdf.jpg2022_impacto_videojuegos-LicenciaUso.pdf.jpgGenerated Thumbnailimage/jpeg5235https://repository.ucc.edu.co/bitstreams/0f48280d-011e-4303-9831-e388a87a50b8/downloadd11ddb75c30a504f80417677c2cb7261MD562022_impacto_videojuegos-Acta.pdf.jpg2022_impacto_videojuegos-Acta.pdf.jpgGenerated Thumbnailimage/jpeg4671https://repository.ucc.edu.co/bitstreams/9cd08d71-b3a6-4647-89de-74374c8332ec/downloadd5a0df97930757eb459ed08a75fdb82eMD57TEXT2022_impacto_videojuegos.pdf.txt2022_impacto_videojuegos.pdf.txtExtracted texttext/plain77619https://repository.ucc.edu.co/bitstreams/68a71196-e89f-42dd-98f5-b46445b20fb2/download756e5b29e6f8667f13e1fe53a1b76318MD582022_impacto_videojuegos-LicenciaUso.pdf.txt2022_impacto_videojuegos-LicenciaUso.pdf.txtExtracted texttext/plain6016https://repository.ucc.edu.co/bitstreams/7486e7e1-34e7-4e66-8403-cc967b88a252/downloadf1167195946a0fe592f4f6c2550b42e1MD592022_impacto_videojuegos-Acta.pdf.txt2022_impacto_videojuegos-Acta.pdf.txtExtracted texttext/plain1248https://repository.ucc.edu.co/bitstreams/741f3673-6818-432a-83b5-85c9aea4e07f/downloadb56d6bf09d04b64686b0bfcb8c1a7475MD51020.500.12494/45424oai:repository.ucc.edu.co:20.500.12494/454242024-08-10 11:24:47.294open.accesshttps://repository.ucc.edu.coRepositorio Institucional Universidad Cooperativa de Colombiabdigital@metabiblioteca.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 |