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في التسيير الذاتي للمرض و إنعاش التوظيف العقلي لدى المراهق المصاب بالسرطان(Re-Mission) دور لعبة الفيديو رومسيون

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dc.contributor.author حافري, زهية غنية
dc.date.accessioned 2015-10-04T10:44:01Z
dc.date.available 2015-10-04T10:44:01Z
dc.date.issued 2015
dc.identifier.uri http://hdl.handle.net/setif2/532
dc.description.abstract The video game called (Re-Mission), destined for cancer patients, is considered as one of the «serious games» , and, more precisely, as one of the « Health video games ». The purpose of the present study is to search for the role of the (Re-Mission) game in self-management of the disease, in the case of a teenager suffering from cancer, on the one hand, and on the other, the resuscitation of the mental employment. We divided this study into two types of approaches; In the first one; concerned with the self-management of the disease, and what follows it as the dimensions (feeling of self-efficacy and quality of life); we achieved this approach by basing on Albert Bandura’s social learning theory, In the second one; concerned with mental use, and what follows it as the dimensions (imaginary space, mentalization, effective defenses) ; we achieved this approach by basing on the premises of Pierre Marty’s analytical psychosomatic school. We applied, in this study, the experimental method, with pre and post-measurment. The study included a sample of 63 male and female adolescents.To address the hypotheses of the study in their first half; we divided these adolescents, in the stratified random manner (by age and sex) into two groups; experimental and controlling one.Then we picked 10 members of them into two groups; experimental and controlling one, in the aim of dealing with the hypotheses of the study in their second half. To address the subject of the study, we relied on the measurment of the self-efficacy feeling SEP, and on the two quality standards of life PedsQl CM, in order to assess the self-management of the disease. We conducted a half-oriented questions interview, and we applied a Rorschach test to investigate the mental use. The study revealed, through the "T" test, for the comparison between the average accounts of the experimental and controlling groups; the presence of statistically significant differences, between the average accounts in favor of the experimental group about the feeling of self-efficacy, and the quality of life, according to the teenagers and the their parents views. And the results showed the absence of significant differences between the members of the experimental group about the self- efficacy feeling and life quality, due to the variables age and sex. It indicates that the experimental group benefited from the received treatment. So, the first general hypothesis, was achieved, about the positive role of the (Re-Mission) video game, in the self-management of the disease, in adolescents with cancer. The analysis of Rorschach test protocols revealed, the achievement of the first dimension hypothesis about the mental use, by the emergence of a less deteriorated imaginary space, in the post application, compared with the pre-application in the experimental group than in the controlling group. The second dimension hypothesises, about mental functioning, did not come to complet certainty, about the aggressive expression and making connection between emotion/norma, despite the apparent improvement in the rest of the elements which are making mentalization, the fact that members of the controlling sample, registered good results about it, too. The third dimension hypothesises, about the efficacy of defenses have been achieved. It indicates that the role of the Re-Mission video game was not sure exactly about the revitalization of the mental functioning, ib the mentalization dimension, but the collectively improvement in the dimensions of mentalizing refers to a better mental use, which has been revived among adolescents in the experimental group which used the Re-Mission video game. en_US
dc.subject العاب الفيديو الجدية- العاب فيديو الصحة- لعبة الفيديو Re-Mission- الفعالية الذاتية- جودة الحياة- التوظيف العقلي- الفضاء الخيالي- العقلنة- فعالية الدفاعات; serious games -Health video games - Re-Mission video game- feeling of self-efficacy- quality of life - mental use (fonction) - imaginary space – mentalization -effective defenses en_US
dc.title في التسيير الذاتي للمرض و إنعاش التوظيف العقلي لدى المراهق المصاب بالسرطان(Re-Mission) دور لعبة الفيديو رومسيون en_US
dc.type Thesis en_US


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