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The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention

Authors: Tadeu, Pedro; Lopes, Ana;

The Game And Sociocultural Animation – A Strategy Of Inclusion And Prevention

Abstract

According to UNESCO (1977) the Sociocultural Animation is defined as the set of social and cultural practices that aim to stimulate the initiative, as well as the participation of individuals in the process of their own development and global dynamics of socio-political life in which they are integrated. The Portuguese reality, as well as the other European demographic realities, demonstrate a growing weight of the elderly population. Many of these individuals, by choice or by lack of family support, are turning to institutions where they remain until old age. In this context, the socio-cultural Animation, in the figure of the animator, is very important, by creating dynamic conducive to the promotion of active ageing. As a first step, the goal of the strategies implemented passes through the integration of individuals of the new group to which they will belong, enabling socialization and reciprocal knowledge. In a second phase the strategies should enable the enhancement of institutional integration in the community, promoting empowerment, individual and collective. The game over time plays a role of primary importance in the creation of these dynamics necessary for the proper functioning in a group and in society. Also here in the context of socio-cultural Animation can use this methodology to the inclusion of adult individual around the maintenance of a healthy experience in society in the period of retirement. Many studies referred to the need for enriching activities after the passage of an active stage within society to a less active position. All groups, young and old, need to co-exist in a healthy existence. However it is necessary to create conditions for this contact. The animator, usually young, makes the bridge. On the other hand there are exploratory studies that investigate the relationship between the use of board games and the decrease in the risk of developing certain psychiatric diseases. We will try to expose in this article a pilot project to be developed in the context of socio-cultural Animation that will attempt to determine if there is relationship between the use of board games and certain abilities such as attention and learning in institutionalized adults.

Country
Portugal
Related Organizations
Keywords

Inclusion, Socio-Cultural Animation, Game, Adults

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
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