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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Main Authors: 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
Format: Article
Language:English
Published: JMIR Publications 2020-09-01
Series:JMIR Serious Games
Online Access:http://games.jmir.org/2020/3/e17979/
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spelling 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/
collection 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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