JOGOS DIGITAIS NA PROMOÇÃO DA SAÚDE
DESAFIOS E TENDÊNCIAS
DOI:
https://doi.org/10.21879/faeeba2358-0194.2016.v25.n46.p159-186Palavras-chave:
Jogos digitais, Idosos, Envelhecimento ativo, Reabilitação, Vítimas de AVCResumo
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.
Downloads
Referências
AL MAHMUD, A. et. al. Designing social games for children and older adults: two related case studies. Entertainment Computing, v. 1, n. 3-4, p. 147-156, dez. 2010.
AMERICAN STROKE ASSOCIATION. Spasticity. 2013. Disponível em: <http://www.strokeassociation.org/STROKEORG/LifeAfterStroke/RegainingIndependence/PhysicalChallenges/Spasticity_UCM_309770_Article.jsp>. Acesso em: 24 nov. 2015.
BARLET, M.; SPOHN, S. D. Includification – a practical guide to game accessibility. Vol. 14. Harpers Ferry, West Virginia: The Ablegamers Foundation, 2012.
BICKENBACH, J. E. ICF core sets. Toronto: Hogrefe Publishing, 2012.
BRAININ, M. et al. Acute neurological stroke care in Europe: results of the European Stroke Care Inventory. European Journal of Neurology, v. 7, n. 1, p. 5-10, 2000.
CHARLES, D. et al. Close range depth sensing cameras for virtual reality based hand rehabilitation. Wagon Lane, Inglaterra: Emerald Group Publishing Limited, 2014.
CHEONG, W. L.; JUNG, Y.; THENG, Y. L. Avatar: a virtual face for the elderly. In: INTERNATIONAL CONFERENCE ON VIRTUAL REALITY CONTINUUM AND ITS APPLICATIONS IN INDUSTRY, 10., 2011, New York. Anais… New York: ACM, 2011. p. 491-498
CHRISTOU, G. et al. Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games. Behaviour & Information Technology, v. 32, n. 7, p. 724-734, 2013.
COSTA, L. V. Networked video games for older adults. 2013. 137f. Dissertação (Mestrado em Comunicação Multimédia) – Departamento de Comunicação e Arte, Universidade de Aveiro, Aveiro, Portugal, 2013.
COSTA, L. V.; VELOSO, A. I. Factors influencing the adoption of video games in late adulthood: a survey of older adult gamers. International Journal of Technology and Human Interaction, v. 12, n. 1, p. 35-48, 2016a.
______. Game-based psychotherapy for active ageing: a game design proposal. In: INTERNATIONAL CONFERENCE ON TECHNOLOGY AND INNOVATION IN SPORTS, HEALTH AND WELLBEING, 1., 2016b, Vila Real. Anais… Vila Real, 2016b.
CRAMER, S. C. An overview of therapies to promote repair of the brain after stroke. Head & Neck, v. 33, p. 5-7, 2011. Suplemento 1.
CSIKSZENTMIHALYI, M. Flow: the psychology of optimal experience. New York: Harper Perennial Modern Classics, 2008.
DESURVIRE, H.; CAPLAN, M.; TOTH, J. A. Using heuristics to evaluate the playability of games. In: CHI EXTENDED ABSTRACTS ON HUMAN FACTORS IN COMPUTING SYSTEMS, 1., 2004, Viena. Anais… New York: ACM, p. 1509-1512.
DING, Z. Q. et al. Inertia sensor-based guidance system for upperlimb posture correction. Medical Engineering & Physics, v. 35, n. 2, p. 269–76, 2008.
EPSTEIN, D.; MASON, A.; MANCA, A. The hospital costs of care for stroke in nine European countries. Health Economics, v. 17, p. 21–31, 2008. Suplemento 1.
FISK, A. et al. Designing for older adults: principles and creative human factors approaches. 2. ed. Cleveland: CRC Press, 2009.
FONSECA, I; AMADO, P.; COSTA, L. Desenho de interfaces para seniores: desafios e oportunidades no projeto SEDUCE. Revista Prisma, n. 23, p. 107- 138, 2014.
GAMBERINI, L. et al. Eldergames project: an innovative mixed reality table-top solution to preserve cognitive functions in elderly people. In: CONFERENCE HUMAN SYSTEM INTERACTIONS, 2., 2009, Catania. Anais… Catania: IEEE, 2009. p. 164-169.
GERLING, K. M.; SCHULTE, F. P.; MASUCH, M. Designing and evaluating digital games for frail elderly persons. In: INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, 8., 2011, Lisboa. Anais… New York: ACM, 2011.
GRANT, R. Flight: 100 years of aviation. Great Britain: DK Publishing, 2007.
GRECHUTA, K. et al. Intensive language-action therapy in virtual reality for a rehabilitation gaming system. In: INTERNACIONAL CONFERENCE DISABILITY, VIRTUAL REALITY & ASSOCIATED TECHNOLOGIES, 10., Gotemburgo, 2014. Anais… Gotemburgo: ICDVRAT, 2014. P. 265-273.
GRIFFTHS, M.; KUSS, D.; ORTIZ DE GORTARI, A. Videogames as therapy: a review of the medical and psychological literature. In: CRUZ-CUNHA, M. M.; MIRANDA, I. M.; GONÇALVES, P. Handbook of research on ICTs and management systems for improving efficiency in healthcare and social care. Hershey, USA: Medical Information Science Reference, 2013. P. 43-68.
HACKETT, M. L.; ANDERSON, C. S.; HOUSE, A. O. Management of depression after stroke: a systematic review of pharmacological therapies. Stroke: a Journal of Cerebral Circulation, v. 36, n. 5, p. 1098–103, 2005.
HELFER, K. S.; FREYMAN, R. L. Aging and speech-on-speech masking. Ear and Hearing, v. 29, n. 1, p. 87-98, jan. 2008.
IJSSELSTEIJN, W. et al. Digital game design for elderly users. In: CONFERENCE ON FUTURE PLAY, 1., 2007, Toronto. Anais… New York: ACM, 2007. P. 17-22.
ISBISTER, K. Better game characters by design: a psychological approach. San Francisco: Elsevier, 2006.
JARRASSÉ, N. et al. Robotic exoskeletons: a perspective for the rehabilitation of arm coordination in stroke patients. Frontiers in Human Neuroscience, v. 8, dez. 2014. Disponível em: <http://journal.frontiersin.org/article/10.3389/fnhum.2014.00947/full>. Acesso em: 25 jul. 2016.
KLEIM, J. A.; BARBAY, S.; NUDO, R. J. Functional reorganization of the rat motor cortex following motor skill learning. Journal of Neurophysiology, v. 80, n. 6, p. 3321-3325, 1998. Disponível em: <http://www.ncbi.nlm.nih.gov/pubmed/9862925>. Acesso em: 25 jul. 2016.
KLIJN, C. J.; HANKEY, G. J. Management of acute ischaemic stroke: new guidelines from the American Stroke Association and European Stroke Initiative. The Lancet Neurology, v. 2, n. 11, p. 698-701, 2003.
LOPEZ-MARTINEZ, A. et al. Game of gifts purchase: computer-based training of executive functions for the elderly. In: INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SeGaH), 1., 2011, Braga, Portugal. Anais… Braga, Portugal: IEEE, 2011. p. 1-8.
MAUNG, D. et al. Development of recovery rapids – a game for cost effective stroke therapy. Foundations of Digital Games (FDG), 2014.
MICROSOFT. Dr. Kawashima body and exercises. 2011. Disponível em: <http://marketplace.xbox.com/en-GB/Product/Dr-Kawashimas-Body-and-Brain-Exercises/66acd000-77fe-1000-9115-d8024e4d0827>. Acesso em: 25 jul. 2016.
MORAIS, W.; WICKSTORM, N. A serious computer game to assist Tai Chi training for the elderly. In: INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SeGaH), 1., 2011, Braga, Portugal. Anais… Braga, Portugal: IEEE, 2011.
MUBIN, O.; SHAHID, S.; AL MAHMUD, A. Walk 2 Win: Towards designing a mobile game for elderly’s social engagement. In: BRITISH HCI GROUP ANNUAL CONFERENCE ON PEOPLE AND COMPUTERS: CULTURE, CREATIVITY, INTERACTION, 22., 2008, Inglaterra. Anais... Inglaterra: British Computer Society, 2008.
NAP, H.; DE KORT, Y.; IJSSELSTEIJN, W. A. Senior gamers: preferences, motivations and needs. Journal of Gerontechnology, v. 8, n. 4, p. 247-262, 2009.
OGOMORI, K. et. al. Requirements for a cognitive training for elderly or disabled people. In: INTERNATIONAL CONFERENCE ON BIOMETRICS AND KANSEI ENGINEERING (ICBAKE), 2011, Takamatsu, Japão. Anais... Takamatsu, Japão: Institute of Electronics, Information and Communication Engineers, 2011. p. 150-154.
O’NEIL, O.; GATZIDIS, C.; SWAIN, I. A state of the art survey in the use of video games for upper limb stroke rehabilitation. In: MA, M.; JAIN, L. C.; ANDERSON, P. (Ed.). Virtual, augmented reality and serious games for healthcare. Berlin: Springer, 2014. p. 345-370.
ORGANIZAÇÃO DAS NAÇÕES UNIDAS (ONU). Political Declaration and Madrid International Plan of Action on Ageing. Second World Assembly on Ageing, Madrid, Spain, 8-12 April 2002.
ORGANIZAÇÃO MUNDIAL DA SAÚDE. Active ageing – a policy framework. Second United Nations World Assembly on Ageing, Madrid, Spain, April 2002, p. 1-59.
PAÚL, C.; FONSECA, A. M. Envelhecer em Portugal. Lisboa: Climepsi, 2005.
PEARCE, C. The truth about bay boomer gamers: a study of over-forty computer game players. Journal Games and Culture, v. 3, n. 2, p. 142-174, 2008.
POMEROY, V. et al. Neurological principles and rehabilitation of action disorders: rehabilitation interventions. Neurorehabilitation and Neural Repair, v. 25, n. 5, p. 33-43, 2011. Suplemento.
PROCHASKA, J. O.; DICLEMENTE, C. C. The transtheoretical approach. In: NORCROSS, J.; GOLDFRIELD, M. R. (Org.). Handbook of psychotherapy integration. New York: Oxford University Press, 2005. p. 147-171.
RIBEIRO, T. C. Os jogos digitais na fisioterapia do doente vítima de Acidente Vascular Cerebral. 2016. Dissertação (Mestrado em Comunicação Multimédia) – Departamento de Comunicação e Arte, Universidade de Aveiro, Aveiro, Portugal, 2016.
RIBEIRO, T. C.; VELOSO, A. I.; COSTA, R. Conceptualization of PhysioFun Game: A low-cost videogame for home-based stroke rehabilitation. In: INTERNATIONAL CONFERENCE ON TECHNOLOGY AND INNOVATION IN SPORTS, HEALTH AND WELLBEING, 1., 2016, Vila Real. Anais… Vila Real, 2016.
RICE, M. et al. Evaluating gesture-based games with older adults on a large screen display. In: ACM SIGGRAPH SYMPOSIUM ON VIDEO GAMES, 2011, Vancouver. Anais… New York: ACM, 2011. p. 17-24.
SACCO, R. L. et al. An updated definition of stroke for the 21st century: a statement for healthcare professionals from the American Heart Association/American Stroke Association. Stroke: a Journal of Cerebral Circulation, v. 44, n. 7, p. 2064–2089, 2013.
SAFFER, D. Designing gestural interfaces: touchscreens and interactive devices. Sebastopol, Califórnia: O’Reilly Media, 2008.
SALEN, K.; ZIMMERMAN, E. Rules of play: game design fundamentals. Massachusetts: MIT press, 2004.
SCHULER, D.; NAMIOKA, A. Participatory design: Principles and practices. New Jersey: Lawrence Erlbaum Associates Publishers, 1993.
SWORD HEALTH. Physical terapy made digital. 2016. Disponível em: <http://swordhealth.com>. Acesso em: 30 jun. 2016.
TRUELSEN, T.; EKMAN, M.; BOYSEN, G. Cost of stroke in Europe. European Journal of Neurology, v. 12, p. 78–84, 2005. Suplemento 1.
UN MILLENIUM PROJECT. Investing in development a practical plan to achieve the Millenium Development Goals. United Nations Development Programme Report to the UN Secretary-General. New York: United Nations Development Programme, 2005.
VAN DEN AKKER, J. et al. (Ed.). Design approaches and tools in education and training. [S.l]: Springer Science Business Media Dordrecht, 1999.
VEERBEEK, J. M. et al. What is the evidence for physical therapy poststroke? A systematic review and meta-analysis. PloS One, v. 9, n. 2, 2014. Disponível em: <http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3913786/>. Acesso em: 25 jul. 2016.
VELOSO, A. I. (Coord.) SEDUCE – utilização da comunicação e da informação em ecologias web pelo cidadão sénior. Porto: Afrontamento, 2014.
WARD, N. S. et al. Motor system activation after subcortical stroke depends on corticospinal system integrity. Brain : A Journal of Neurology, v. 129, n. 3, p. 809-819, 2006.
YONG JOO, L. et al. A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke. Journal of Rehabilitation Medicine, v. 42, n. 5, p. 437-441, 2010.
ZAVALA-IBARRA, I.; FAVELA, J. Ambient videogames for health monitoring in older adults. In: INTERNATIONAL CONFERENCE ON INTELLIGENT ENVIRONMENTS, 8., Guanajuato, México, 2012. Anais… IEEE, 2012. p. 27-33.
ZWARTRUIS-PELGRIM, E.; RUYTER, B.. Developing an adaptive memory game for seniors. MARKOPOULUS, P. el al (Ed.). Fun and games. Berlin: Springer Verlag Berlin Heidelberg, 2008. p. 170-181.
Publicado
Como Citar
Edição
Seção
Licença
O encaminhamento dos textos para a revista implica a autorização para a publicação.
A aceitação para a publicação implica na cessão de direitos de primeira publicação para a revista.
Os direitos autorais permanecem com os autores.
Após a primeira publicação, os autores têm autorização para a divulgação do trabalho por outros meios (ex.: repositório institucional ou capítulo de livro), desde que citada a fonte completa.
Os autores dos textos assumem que são autores de todo o conteúdo fornecido na submissão e que possuem autorização para uso de conteúdo protegido por direitos autorais reproduzido em sua submissão.
Atualizado em 15/07/2017