Cristina Queiros

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Psychosocial interventions have proven to be effective in treating social cognition in people with psychotic disorders. The current study aimed to determine the effects of a metacognitive and social cognition training (MSCT) program, designed to both remediate deficits and correct biases in social cognition. Thirty-five clinically stable outpatients were(More)
BACKGROUND Nurses' practice involves working in complex organizational settings and facing multiple stressors over time that can lead to burnout. This study aimed to identify predictors of burnout among nurses working in hospitals. METHOD A sample of 1,157 participants from four hospitals in the city of Porto (Portugal) was investigated (78% women, mean(More)
BACKGROUND Family members of people with mental disorders can contribute to stigmatization. Because of the lack of adequate information and resources, and the fatigue resulting from daily care, the family can reinforce social exclusion of the mentally ill and disbelieve recovery. Furthermore, family members may also suffer from self-stigma, experiencing a(More)
This paper presents the LIFEisGAME prototype-Ipad version – a serious game that proposes to enhance facial and emotional recognition skills in children with Autism Spectrum Disorders (ASD). We assess the prototype game regarding motivation to play and game usability, and also participants’ emotional recognition abilities and technology usage. People with(More)
OBJECTIVE This study attempts to explore the cognitive processing of emotions in anorexia nervosa (AN), based on the study of emotions felt and the assessment of meta-emotional abilities. METHOD Eighty patients with AN and a control group of 80 healthy female participants were screened for anxiety, depression and alexithymia and completed an experimental(More)
Background: Significant deficits in emotional recognition and social perception characterize patients with schizophrenia and have direct negative impact both in inter-personal relationships and in social functioning. Virtual reality, as a methodological resource, might have a high potential for assessment and training skills in people suffering from mental(More)
This study investigated the influence of stress appraisal and coping on work engagement levels (Absorption, Vigour, and Dedication) of police recruits. Participants were 387 men, ages 20 to 33 yr. (M = 24.1, SD = 2.4), in their last month of academy training before becoming police officers. Partially in support of predictions, work engagement was associated(More)
Objective: To conduct a systematic review about the use of virtual reality (VR) for evaluation, treatment and/or rehabilitation of patients with schizophrenia, focused on: areas, fields and objectives; methodological issues; features of the VR used; viability and efficiency of this resource. Methods: Searches were performed about schizophrenia and virtual(More)
This article presents the LIFEisGAME project, a serious game that will help children with ASDs to recognize and express emotions through facial expressions. The game design tackles one of the main experiential learning cycle of emotion recognition: recognize and mimic (game mode: build a face). We describe the technology behind the game, which focus on a(More)
This pilot-study evaluated the feasibility of a 9 month Cognitive Rehabilitation Program – using Virtual Reality and the Integrated Psychological Therapy (IPT) – to improve cognitive functioning in people with schizophrenia. In order to assess the program it was applied (pre and post) the WCST, WAIS-III sub-tests, Stroop Test, and The Subjective Scale to(More)