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Mundo de Pólus serious game for people with bipolar disorder
Background Serious games are play‐based technologies designed to teach users a wide range of concepts and skills applicable in the non‐virtual environment. Objectives This paper describes the process of developing a serious game for people with bipolar disorder to promote symptom recognition and the...
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Published in: | Bipolar disorders 2023-03, Vol.25 (2), p.128-135 |
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Main Authors: | , , , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites |
Online Access: | Get full text |
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Summary: | Background
Serious games are play‐based technologies designed to teach users a wide range of concepts and skills applicable in the non‐virtual environment.
Objectives
This paper describes the process of developing a serious game for people with bipolar disorder to promote symptom recognition and the safe use of medications.
Methods
This study was based on the User‐Centered Design methodological model and the theoretical framework for Participatory Design. We conducted interviews with health professionals and discussion circles with people with bipolar disorder and their family members in order to identify the learning needs related to symptom recognition and safe medication use. A categorical analysis was completed of the participants' reports and the scientific literature and formed the basis for the design of Mundo de Pólus.
Results
The game development process had three pillars (detailed in this manuscript): missions, simulation, and journal. The serious game focuses on the users' perceptions about their experience with the disorder, their interpersonal relationships, coping strategies, use of medications, and non‐pharmacological treatments.
Conclusions
These scientific and technological outcomes are useful to promote literacy and safety in medication therapy for people with bipolar disorder. |
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ISSN: | 1398-5647 1399-5618 |
DOI: | 10.1111/bdi.13274 |