Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation
BackgroundAdolescents 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. ObjectiveThe objective of this study was to develop and evaluate a...
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doaj-b0ce38eee36a4520b38807707e1fbb992021-05-02T19:28:51ZengJMIR PublicationsJMIR Serious Games2291-92792020-09-0183e1797910.2196/17979Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and EvaluationSantana, Cristina Célia De Almeida PereiraFreitas, Ana Tereza Vaz De SouzaOliveira Barreto, GilsonSousa De Avelar, IgorMazaro-Costa, RenataBueno, Gina NolêtoRibeiro, Diuly CarolineDamasceno Silva, GabrielaNaghettini, Alessandra Vitorino BackgroundAdolescents 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. ObjectiveThe objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents undergoing hemodialysis. MethodsWe 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. ResultsAn 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. ConclusionsThe 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.http://games.jmir.org/2020/3/e17979/ |
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DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
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 |
spellingShingle |
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 JMIR Serious Games |
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 |
title |
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_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_sort |
serious game on a smartphone for adolescents undergoing hemodialysis: development and evaluation |
publisher |
JMIR Publications |
series |
JMIR Serious Games |
issn |
2291-9279 |
publishDate |
2020-09-01 |
description |
BackgroundAdolescents 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.
ObjectiveThe objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents undergoing hemodialysis.
MethodsWe 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.
ResultsAn 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.
ConclusionsThe 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. |
url |
http://games.jmir.org/2020/3/e17979/ |
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