António Marques

Antonio Marques, Ph.D. in Psychology, is currently a member of the directive board of Portuguese Federation of Rehabilitation Entities for Mental Ill, and of the Center for Rehabilitation Research (CIR). He’s also co-coordinator of the Psychosocial Rehabilitation Lab (LabRP), Porto Interactive Neuroscience Group, of the Psychiatric Rehabilitation Research Group of the São João Hospital, and of Porto Metropolitan Area Network of Psychosocial Rehabilitation Institutions. His main research areas are mental health and psychosocial rehabilitation, social innovation, and virtual and augmented reality, being responsible for several postgraduate courses, I&D projects, master and Ph.D. theses in these fields.

Publications

Active Lifestyle in Schizophrenia: How to Combine Exercise and Therapy in Practice?
Raquel Simões de Almeida, António Marques. © 2024. 26 pages.
Schizophrenia is a mental illness with intense effects on a person's life. In addition to the psychiatric symptoms, patients with schizophrenia generally have multiple...
The Use of Gamification in Social Phobia
Vitor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares, António Marques. © 2023. 22 pages.
Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by...
Digital Therapies in Psychosocial Rehabilitation and Mental Health
António Marques, Ricardo Queirós. © 2022. 414 pages.
Digital health is the convergence of digital technologies with health to enhance the efficiency of healthcare delivery and make healthcare more personalized and precise. These...
Gamification Applied to Autism Spectrum Disorder
Vítor Simões-Silva, António Marques, Catarina Pinho, Diana Gonçalves Pereira, Joana Ferreira Oliveira, Maria Luísa Barros. © 2022. 24 pages.
Gamification is a recent technique in software development that allows the application of game principles to non-game contexts and environments. In an increasingly technological...
Gamification in Stroke Rehabilitation
António José Pereira Silva Marques, Helena Maria Martins Caldas, Mariana Castro Barbosa, Luís Miguel Brazão Soares, Maria Inês Dias Ribeiro, Vítor Simões-Silva. © 2022. 13 pages.
Stroke rehabilitation aims to improve patients' abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and...
Virtual Reality Environments in Pain Management
Inês Pinho, Cindy Santos, Inês Brito, João Coelho, Vítor Simões-Silva, António Marques. © 2022. 21 pages.
Pain is a distressing and subjective feeling that occurs in different intensities and may result from the stimulation of a nerve due to injury, illness, or emotional disturbance....
Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Ricardo Alexandre Peixoto de Queirós, António José Marques. © 2021. 382 pages.
While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this...
Gamification in Dementia and Mild Cognitive Impairment
Vitor Simões-Silva, Susana Alexandra Mendonça Gregório, Tarcisio de Tarco Moura Luz, Ana Francisca Casinhas Coutinho Lapa, António Marques. © 2021. 20 pages.
The following chapter will address the use of gamification (specifically serious games), as well as its results and conditions of use, as an assessment and intervention tool for...
The Use of Gamification in Social Phobia
Vitor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares, António Marques. © 2021. 22 pages.
Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by...
Gamification as Upper Limb Rehabilitation Process
Vitor Simões-Silva, Ana Filipa Duarte Mesquita, Karla Lígia Santos Da Silva, Vanessa Solange Arouca Quental, António Marques. © 2021. 15 pages.
In our modern life world, health and well-being strongly depend on the individual's health behaviours. Motivation is a major factor of health behaviour change, and...