JOGOS DIGITAIS NA PROMOÇÃO DA SAÚDE

DESAFIOS E TENDÊNCIAS

Autores

  • Ana Isabel Veloso Universidade de Aveiro, Portugal.
  • Liliana Costa Universidade de Aveiro, Portugal
  • Tânia Ribeiro Universidade de Aveiro, Portugal

DOI:

https://doi.org/10.21879/faeeba2358-0194.2016.v25.n46.p159-186

Palavras-chave:

Jogos digitais, Idosos, Envelhecimento ativo, Reabilitação, Vítimas de AVC

Resumo

Na sociedade contemporânea, existem duas tendências que serviram de mote aos desafios expostos neste artigo: o envelhecimento populacional, que é uma realidade na sociedade atual em constantes mudanças econômicas, políticas e sociais; e o Acidente Vascular Cerebral (AVC), que representa um dos grandes problemas de saúde, afetando principalmente pessoas com mais de 55 anos. As plataformas digitais, concretamente os jogos digitais, podem ajudar: na promoção de uma vida ativa; na autonomia; e na reabilitação do idoso. Com o objetivo de fomentar essa ajuda foram concebidos e desenvolvidos dois jogos, JUMP e o PhysioFun, descritos no presente artigo. O jogo JUMP foi concebido e desenvolvido em participatory designcom os alunos de uma Universidade de Terceira Idade. Este pretende promover a aprendizagem para o envelhecimento ativo, ajudar a sensibilizar para hábitos de vida saudáveis e eventualmente influenciar o jogador para mudar os seus comportamentos menos benéficos para outros mais saudáveis. O jogo PhysioFun foi concebido e desenvolvido numa metodologia de investigação de desenvolvimento com os profissionais de saúde e pretende servir como uma ferramenta completar à fisioterapia na reabilitação de pacientes vítimas de AVC. Para além disso, apresentam-se recomendações para o designde jogos para idosos e vítimas de AVC.

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Biografia do Autor

Ana Isabel Veloso, Universidade de Aveiro, Portugal.

Doutora em Ciências e Tecnologias da Comunicação pela Universidade de Aveiro, Portugal. Professora da Universidade de Aveiro, Portugal.

Liliana Costa, Universidade de Aveiro, Portugal

Doutoranda em Informação e Comunicação em Plataformas Digitais pela Universidade de Aveiro, Portugal. Bolsista da Fundação para a Ciência e Tecnologia.

Tânia Ribeiro, Universidade de Aveiro, Portugal

Doutoranda em Informação e Comunicação em Plataformas Digitais pela Universidade de Aveiro. Mestre em Comunicação Multimídia pela Universidade de Aveiro, Portugal.

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Publicado

2016-08-30

Como Citar

VELOSO, A. I.; COSTA, L.; RIBEIRO, T. JOGOS DIGITAIS NA PROMOÇÃO DA SAÚDE: DESAFIOS E TENDÊNCIAS. Revista da FAEEBA - Educação e Contemporaneidade, [S. l.], v. 25, n. 46, p. 159–186, 2016. DOI: 10.21879/faeeba2358-0194.2016.v25.n46.p159-186. Disponível em: https://revistas.uneb.br/index.php/faeeba/article/view/2708. Acesso em: 6 out. 2024.