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Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation

BACKGROUND: Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. OBJECTIVE: The objective of this study was to develop and evaluate a serious game to stimulate and mo...

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Autores principales: Santana, Cristina Célia De Almeida Pereira, Freitas, Ana Tereza Vaz De Souza, Oliveira Barreto, Gilson, Sousa De Avelar, Igor, Mazaro-Costa, Renata, Bueno, Gina Nolêto, Ribeiro, Diuly Caroline, Damasceno Silva, Gabriela, Naghettini, Alessandra Vitorino
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7522727/
https://www.ncbi.nlm.nih.gov/pubmed/32924950
http://dx.doi.org/10.2196/17979
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author Santana, Cristina Célia De Almeida Pereira
Freitas, Ana Tereza Vaz De Souza
Oliveira Barreto, Gilson
Sousa De Avelar, Igor
Mazaro-Costa, Renata
Bueno, Gina Nolêto
Ribeiro, Diuly Caroline
Damasceno Silva, Gabriela
Naghettini, Alessandra Vitorino
author_facet Santana, Cristina Célia De Almeida Pereira
Freitas, Ana Tereza Vaz De Souza
Oliveira Barreto, Gilson
Sousa De Avelar, Igor
Mazaro-Costa, Renata
Bueno, Gina Nolêto
Ribeiro, Diuly Caroline
Damasceno Silva, Gabriela
Naghettini, Alessandra Vitorino
author_sort Santana, Cristina Célia De Almeida Pereira
collection PubMed
description BACKGROUND: Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. OBJECTIVE: The objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents undergoing hemodialysis. METHODS: We describe the technological production followed by a qualitative analysis. We invited 8 adolescents undergoing hemodialysis in the city Goiânia, located in the midwest of Brazil, to participate. The final convenience sample included 7 (87.5% of the target population) adolescents. The process was conducted in 3 phases: creation of a serious game, evaluation of its use, and observation of its motivating effect on behavioral modification with a focus on acquiring the necessary competence for self-care. RESULTS: An app (Bim) in the modality of a serious game was developed to be used during hemodialysis; the player was encouraged to take care of a character with daily actions during his or her treatment. The game was made available to adolescents aged 10-14 years. Mobile devices were offered during the hemodialysis treatment for a period of 30-40 minutes, 3 times a week for 60 days. The usage definitions of the game were freely chosen by the participants. The qualitative evaluation of the use of the Bim app showed that it encompasses scenarios and activities that enable the exercise of daily actions for the treatment of patients. The behavioral evaluation showed that the Bim app worked as a motivating stimulus for behavioral adherence to hemodialysis requirements. CONCLUSIONS: The easy-to-access app interface showed good operability for its users. The description of the character and proposed activities contributed to motivation and ability to cope with hemodialysis care.
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spelling pubmed-75227272020-10-15 Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation Santana, Cristina Célia De Almeida Pereira Freitas, Ana Tereza Vaz De Souza Oliveira Barreto, Gilson Sousa De Avelar, Igor Mazaro-Costa, Renata Bueno, Gina Nolêto Ribeiro, Diuly Caroline Damasceno Silva, Gabriela Naghettini, Alessandra Vitorino JMIR Serious Games Original Paper BACKGROUND: Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. OBJECTIVE: The objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents undergoing hemodialysis. METHODS: We describe the technological production followed by a qualitative analysis. We invited 8 adolescents undergoing hemodialysis in the city Goiânia, located in the midwest of Brazil, to participate. The final convenience sample included 7 (87.5% of the target population) adolescents. The process was conducted in 3 phases: creation of a serious game, evaluation of its use, and observation of its motivating effect on behavioral modification with a focus on acquiring the necessary competence for self-care. RESULTS: An app (Bim) in the modality of a serious game was developed to be used during hemodialysis; the player was encouraged to take care of a character with daily actions during his or her treatment. The game was made available to adolescents aged 10-14 years. Mobile devices were offered during the hemodialysis treatment for a period of 30-40 minutes, 3 times a week for 60 days. The usage definitions of the game were freely chosen by the participants. The qualitative evaluation of the use of the Bim app showed that it encompasses scenarios and activities that enable the exercise of daily actions for the treatment of patients. The behavioral evaluation showed that the Bim app worked as a motivating stimulus for behavioral adherence to hemodialysis requirements. CONCLUSIONS: The easy-to-access app interface showed good operability for its users. The description of the character and proposed activities contributed to motivation and ability to cope with hemodialysis care. JMIR Publications 2020-09-14 /pmc/articles/PMC7522727/ /pubmed/32924950 http://dx.doi.org/10.2196/17979 Text en ©Cristina Célia De Almeida Pereira Santana, Ana Tereza Vaz De Souza Freitas, Gilson Oliveira Barreto, Igor Sousa De Avelar, Renata Mazaro-Costa, Gina Nolêto Bueno, Diuly Caroline Ribeiro, Gabriela Damasceno Silva, Alessandra Vitorino Naghettini. Originally published in JMIR Serious Games (http://games.jmir.org), 14.09.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Santana, Cristina Célia De Almeida Pereira
Freitas, Ana Tereza Vaz De Souza
Oliveira Barreto, Gilson
Sousa De Avelar, Igor
Mazaro-Costa, Renata
Bueno, Gina Nolêto
Ribeiro, Diuly Caroline
Damasceno Silva, Gabriela
Naghettini, Alessandra Vitorino
Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
title Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
title_full Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
title_fullStr Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
title_full_unstemmed Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
title_short Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
title_sort serious game on a smartphone for adolescents undergoing hemodialysis: development and evaluation
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7522727/
https://www.ncbi.nlm.nih.gov/pubmed/32924950
http://dx.doi.org/10.2196/17979
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