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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 serious game to stimulate and motiva...

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Bibliographic Details
Published in:JMIR serious games 2020-09, Vol.8 (3), p.e17979-e17979
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
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Language:English
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Summary: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.
ISSN:2291-9279
2291-9279
DOI:10.2196/17979