Mauricio Miranda Sarmet
Mauricio Miranda Sarmet has a total of 31 co-authors. Here are the top co-authors by number of shared publications:
- Carla Denise Castanho
University of Brasília, Brazil
5 shared publications - Tiago Barros Pontes e Silva
Universidade de Brasília (UNB)
4 shared publications - Ian Nery Bandeira
Universidade de Brasília
2 shared publications - Ricardo Pezzuol Jacobi
University of Brasília, Brazil
2 shared publications - Aleteia Araujo
University of Brasilia (UnB)
1 shared publication - Ana Júlia Luziano Briceño
Universidade de Brasília
1 shared publication
Latest Publications
- Open Access
- 1 January 2023
- Published by FapUNIFESP (SciELO) in Psicologia: Teoria e Pesquisa
- Vol. 39, e39502
Quality of Work Life: Comparative Analysis Between two Public Workers Groups
The general objective of the study was to compare the analysis of the perception of Quality of Work Life of workers from two federal entities in the infrastructure area based on the Activity-centered Ergonomics Applied to QWL. A total of 3.136 workers participated in this research. As an instrument it was used an electronic version of the QWL Valuating Inventory. The result presents no significant differences in perception of the two groups of works in relation to the quality of life at work. The element work organization was the worst evaluated indicating alertness and risk of illness. The research indicates issues that deserve attention during the elaboration of QWL Policy and Program in the evaluated organizations.
- 1 January 2023
- Published by FapUNIFESP (SciELO) in Psicologia: Teoria e Pesquisa
- Vol. 39, e39502
Open AccessQuality of Work Life: Comparative Analysis Between two Public Workers Groups
The general objective of the study was to compare the analysis of the perception of Quality of Work Life of workers from two federal entities in the infrastructure area based on the Activity-centered Ergonomics Applied to QWL. A total of 3.136 workers participated in this research. As an instrument it was used an electronic version of the QWL Valuating Inventory. The result presents no significant differences in perception of the two groups of works in relation to the quality of life at work. The element work organization was the worst evaluated indicating alertness and risk of illness. The research indicates issues that deserve attention during the elaboration of QWL Policy and Program in the evaluated organizations.
- Open Access
- 7 January 2022
- Published by Sociedade Brasileira de Computação in Journal on Interactive Systems
- Vol. 13 (1) , 419-429
Mundo Bit Byte - A digital mobile game to disseminate female personalities that made history in Computing
There are great female personalities in the history of computing who have played an important role in the historical achievements of this area. However, their contributions are often poorly publicized and/or credit for those contributions is denied to the true authors. Thus, this paper proposes a game called Mundo Bit Byte, created by a team of female undergraduates and high school girls. The story is based on five prominent female personalities in the field of Computing. Each phase of the game is inspired by the life of one of these women, showing, in a playful and fun way, their achievements and other relevant aspects of their lives. A demo version of the game containing two phases was evaluated by 511 people. In the first test, 234 responses were obtained, and in the second test, 277. Most respondents (97.4% in first test and 98.2% in second one) reported that they would like to meet other important women in computing after playing Mundo Bit Byte. The results indicated that games like this can be powerful tools to reduce stereotypes in the Computing area.
- 7 January 2022
- Published by Sociedade Brasileira de Computação in Journal on Interactive Systems
- Vol. 13 (1) , 419-429
Open AccessMundo Bit Byte - A digital mobile game to disseminate female personalities that made history in Computing
There are great female personalities in the history of computing who have played an important role in the historical achievements of this area. However, their contributions are often poorly publicized and/or credit for those contributions is denied to the true authors. Thus, this paper proposes a game called Mundo Bit Byte, created by a team of female undergraduates and high school girls. The story is based on five prominent female personalities in the field of Computing. Each phase of the game is inspired by the life of one of these women, showing, in a playful and fun way, their achievements and other relevant aspects of their lives. A demo version of the game containing two phases was evaluated by 511 people. In the first test, 234 responses were obtained, and in the second test, 277. Most respondents (97.4% in first test and 98.2% in second one) reported that they would like to meet other important women in computing after playing Mundo Bit Byte. The results indicated that games like this can be powerful tools to reduce stereotypes in the Computing area.
- 3 July 2021
- Published by Springer Nature
- p. 256-275
Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games
- 3 July 2021
- Published by Springer Nature
- p. 256-275
Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games
- 10 July 2020
- Published by Springer Nature
- p. 586-604
Analysis of Clustering Techniques in MMOG with Restricted Data: The Case of Final Fantasy XIV
- 10 July 2020
- Published by Springer Nature
- p. 586-604
Analysis of Clustering Techniques in MMOG with Restricted Data: The Case of Final Fantasy XIV
- Open Access
- 1 June 2020
- Published by FapUNIFESP (SciELO) in Psico-USF
- Vol. 25 (2) , 261-271
“Brutal Kill!” Violent video games as a predictor of aggression
In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
- 1 June 2020
- Published by FapUNIFESP (SciELO) in Psico-USF
- Vol. 25 (2) , 261-271
Open Access“Brutal Kill!” Violent video games as a predictor of aggression
In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.