Percepções de indivíduos com Transtorno do Espectro Autista sobre jogos digitais: perspectivas centradas no usuário
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Universidade Federal de São Carlos
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Digital games, driven by technological advances and intensified by the COVID-19 pandemic, have been increasingly used. Among the different audiences, the community of people with Autism Spectrum Disorder (ASD) stands out, as these individuals have, over the years, shown great interest in the use of technologies, especially electronic games. With the increased access to technology and the internet in recent years, digital games have become more than mere entertainment, serving for many as spaces for socialization or even learning. Thus, the present research has the general objective of understanding the experience of people with ASD in commercial digital gaming environments and, as specific objectives, identifying the motivations of people with ASD regarding digital games and describing the positive and negative aspects of their experiences in these games. The study is characterized as exploratory, in which three young adults with ASD, aged over 18 and users of commercial digital games, were interviewed using a semi-structured interview guide. The data were analyzed based on the principles of content analysis. Regarding the results, it was observed that, for the participants, games provide much more than mere entertainment; since their first experiences with these products, these individuals have used them as a form of companionship, even when playing alone. They spend a large portion of their time in digital environments, which become means of social interaction. It was also noted that games promote learning and personal development for these individuals and are very important in their lives. The participants indicated that, although digital games may present potential harm and lead to social isolation when used inappropriately, they are, for them, beneficial, as they provide comfort and rest, allow socialization according to individual needs, stimulate the acquisition of knowledge and the exploration of new activities, and, moreover, enable the establishment of new friendships. Furthermore, the research highlighted relevant aspects of the participants’ use of digital games, such as emotional regulation, personal development, entertainment, and social interactions according to their individual needs, emphasizing the importance of these products in their lives and thus presenting potential to serve as a basis for future research on the emerging use of digital games by people.
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