Once upon a time... you! A game to support health professionals in the treatment of children with chronic diseases, helping them to express their feelings
Resumo
Serious games are being used in many areas to develop skills in target users. In the Health area, serious games are used to help patients understand procedures that they are applied during the treatments. When the patient is a child, the game can help her/him understand the treatment, beyond entertainment. This paper describes a serious game designed with the support of Health professionals, with the aim of supporting the treatment of children with chronic and lifethreatening illnesses. An approach to designing therapeutic games was used to create the game. This approach provides techniques and artifacts to idealize, model, prototype, and evaluate a therapeutic game. The game was called “Inverted Narrative” because the child will elaborate the narrative from pre-available game elements, such as speech bubbles, objects, and characters. The purpose of the game is to allow children to express their feelings through the created story and for Health professionals to use this artifact with therapeutic resources to initiate a dialogue or a therapeutic procedure. Using empirical methods, the game was evaluated at two different moments, with different audiences. The evaluations pointed to improvements related to gameplay and accessibility.
Palavras-chave:
therapeutic digital games, children, chronic diseases, storytelling
Referências
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Sheryl Brahnam and Anthony L Brooks. 2014. Two innovative healthcare technologies at the intersection of serious games, alternative realities, and play therapy. In Innovation in Medicine and Healthcare 2014. IOS Press, 153–162.
John Brooke. 2013. SUS: a retrospective. Journal of usability studies 8, 2 (2013), 29–40.
Carmen Wang Er Chai, Bee Theng Lau, Mark Kit Tsun Tee, and Abdullah Al Mahmud. 2022. Evaluating a serious game to improve childhood cancer patients’ treatment adherence. Digital Health 8 (2022), 20552076221134457.
Kamila Rios da Hora Rodrigues, Ticianne de Gois Ribeiro Darin, and Vania Paula de Almeida Neris. 2022. Building your own games: A platform for authoring digital games. In 2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 1–6.
Kamila Rios da Hora Rodrigues, Aline Elias Cardoso Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, Rodrigo Geurgas Zavarizz, Vania Paula de Almeida Neris, and Paula Maia de Souza. 2023. Design and Evaluation of an Authoring Platform for Therapeutic Digital Games. Interacting with Computers (2023), iwac045.
Tania Saraiva de Melo Pinheiro, Caio Cesar Valerio, Cristiano Maciel, Kamila Rios da Hora Rodrigues, and Eunice P. dos Santos Nunes. 2021. Revisiting Empathy Games Concept from User Comments Perspective. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (Virtual Event, Brazil) (IHC ’21). Association for Computing Machinery, New York, NY, USA, Article 44, 11 pages. DOI: 10.1145/3472301.3484359
Paula Maia de Souza, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2019. Semth: An approach to the design of therapeutic digital games. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. 1–11.
Camila Del Pino and Vinicius Tonollier Pereira. 2017. Ludoterapia durante o tratamento contra o câncer infantil: revisão integrativa de literatura. Revista Psicologia em Foco 9, 14 (2017), 26–44.
Paulo de Tarso da Luz Fontes Neto. 2011. Desenvolvimento de um jogo educativo/terapêutico no auxilio ao tratamento da dermatite atópica. (2011). DOI: 10.5753/sbgames_estendido.2021.19737
Franco Eusebio Garcia, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2016. An Interaction Modeling Language for Therapeutic Applications. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems (Sao Paulo, Brazil) (IHC ’16). Association for Computing Machinery, New York, NY, USA, Article 32, 10 pages. DOI: 10.1145/3033701.3033733
Nathália Rodrigues Garcia-Schinzari, Luzia Iara Pfeifer, Amanda Mota Pacciulio Sposito, Jair Lício Ferreira Santos, Lucila Castanheira Nascimento, and Maria Paula Panúncio-Pinto. 2014. Caixas de histórias como estratégia auxiliar do enfrentamento da hospitalização de crianças e adolescentes com câncer/The use of story boxes as an adjuvant strategy to cope with hospitalization of children and adolescents with cancer. Cadernos Brasileiros de Terapia Ocupacional 22, 3 (2014).
Elaine CS Hayashi, Julián E Gutiérrez Posada, Vanessa RML Maike, and M Cecília C Baranauskas. 2016. Exploring new formats of the Self-Assessment Manikin in the design with children. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. 1–10.
Stefan Hoffmann, Robert Schraut, Thomas Kröll, Wiebke Scholz, Tatiana Belova, Johann Erhardt, Daniel Gollmer, Christian Mauck, Giorgos Zacharioudakis, Marcel Meyerheim, 2021. AquaScouts: ePROs implemented as a serious game for children with cancer to support palliative care. Frontiers in Digital Health 3 (2021).
Kimberly Paola Muñoz Cepeda, Gina Paola Ortiz Paucar, Diego Carrera Gallego, 2019. Creación de prototipo de aplicación móvil sobre cuidados paliativos basados en historias ilustradas para los niños de 9 a 14 años del instituto de la Sociedad de Lucha Contra el Cáncer ubicado en la ciudad de Guayaquil.Ph. D. Dissertation. ESPOL. FADCOM.
Izaias Souza Barros Netto, Cleber Queiroz Leite, Thaís Souza Gonzales, César Sales da Silva, Alice Dhayana Schmidt Pereira dos Santos, Yamilla Quirino Ferreira, Maria Eduarda Ripke de Negreiros, Byanca Ysadora Borges Lérias, and Brian França dos Santos. 2022. A ludoterapia no tratamento oncológico infantil. Revista Eletrônica Acervo Saúde 15, 7 (2022), e10605–e10605.
Diogo Nishikawa, L Novak, M Azevedo, PC Branco, R Olivi, R Brandão, FE Garcia, and VPA Neris. 2016. Se cuidar, cuidar de algo, se divertir e aprender fazem bem. Demonstração de um jogo para apoiar o tratamento da depressão (2016).
Kamila Rios da Hora Rodrigues, Vania Paula de Almeida Neris, Paula Maia Souza, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, and Aline Elias Cardoso Verhalen. 2021. Rufus-uma plataforma de autoria para jogos digitais terapeuticos. In X Latin American Conference on Human Computer Interaction. 1–5.
Diego José Sáez-Rodríguez and Pablo Chico-Sánchez. 2021. Aplicación de la realidad virtual en niños oncológicos hospitalizados sometidos a procedimientos invasivos: un estudio de casos. Journal: Psicooncología1 (2021), 157–172.
Suzane Santos dos Santos, Erick Modesto Campos, and Kamila Rios da Hora Rodrigues. 2022. Emoframe: Prototype of a framework to assess users’ emotional responses. In International Conference on Human-Computer Interaction. Springer, 282–301.
Douglas Schuler and Aki Namioka. 1993. Participatory design: Principles and practices. CRC Press.
Andrew J Stapleton. 2004. Serious games: Serious opportunities. In Australian Game Developers Conference, Academic Summit, Melbourne. Citeseer.
Aline Elias Cardoso Verhalen, Vinicius Carvalho Pereira, Silvia Amelia Bim, Ricardo M. de Mello de Picoli, Cristiano Maciel, and Kamila Rios da Hora Rodrigues. 2021. Jungle party - a game about loss and grief. In IHC ’21: Brazilian Symposium on Human Factors in Computing Systems.
Aline Elias Cardoso Verhalen, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, Caio Eduardo Pereira Nunes, Ticianne de Gois Ribeiro Darin, and Kamila Rios da Hora Rodrigues. 2022. Telling your own story: design and evaluation of a storytelling mechanic in a platform for serious games authoring. In Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems. 1–7.
Anna Virgínia Williams. 2006. Desenvolvimento e avaliação do efeito de um jogo terapêutico para jovens usuários de drogas. (2006). [link]
Andrew Chixiao Yang. 2019. The Role of Color in Palliative Care for Children. In Proceedings of the 2019 11th International Conference on Bioinformatics and Biomedical Technology. 27–31.
Margaret M Bradley and Peter J Lang. 1994. Measuring emotion: the self-assessment manikin and the semantic differential. Journal of behavior therapy and experimental psychiatry 25, 1 (1994), 49–59.
Sheryl Brahnam and Anthony L Brooks. 2014. Two innovative healthcare technologies at the intersection of serious games, alternative realities, and play therapy. In Innovation in Medicine and Healthcare 2014. IOS Press, 153–162.
John Brooke. 2013. SUS: a retrospective. Journal of usability studies 8, 2 (2013), 29–40.
Carmen Wang Er Chai, Bee Theng Lau, Mark Kit Tsun Tee, and Abdullah Al Mahmud. 2022. Evaluating a serious game to improve childhood cancer patients’ treatment adherence. Digital Health 8 (2022), 20552076221134457.
Kamila Rios da Hora Rodrigues, Ticianne de Gois Ribeiro Darin, and Vania Paula de Almeida Neris. 2022. Building your own games: A platform for authoring digital games. In 2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 1–6.
Kamila Rios da Hora Rodrigues, Aline Elias Cardoso Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, Rodrigo Geurgas Zavarizz, Vania Paula de Almeida Neris, and Paula Maia de Souza. 2023. Design and Evaluation of an Authoring Platform for Therapeutic Digital Games. Interacting with Computers (2023), iwac045.
Tania Saraiva de Melo Pinheiro, Caio Cesar Valerio, Cristiano Maciel, Kamila Rios da Hora Rodrigues, and Eunice P. dos Santos Nunes. 2021. Revisiting Empathy Games Concept from User Comments Perspective. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (Virtual Event, Brazil) (IHC ’21). Association for Computing Machinery, New York, NY, USA, Article 44, 11 pages. DOI: 10.1145/3472301.3484359
Paula Maia de Souza, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2019. Semth: An approach to the design of therapeutic digital games. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems. 1–11.
Camila Del Pino and Vinicius Tonollier Pereira. 2017. Ludoterapia durante o tratamento contra o câncer infantil: revisão integrativa de literatura. Revista Psicologia em Foco 9, 14 (2017), 26–44.
Paulo de Tarso da Luz Fontes Neto. 2011. Desenvolvimento de um jogo educativo/terapêutico no auxilio ao tratamento da dermatite atópica. (2011). DOI: 10.5753/sbgames_estendido.2021.19737
Franco Eusebio Garcia, Kamila Rios da Hora Rodrigues, and Vânia Paula de Almeida Neris. 2016. An Interaction Modeling Language for Therapeutic Applications. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems (Sao Paulo, Brazil) (IHC ’16). Association for Computing Machinery, New York, NY, USA, Article 32, 10 pages. DOI: 10.1145/3033701.3033733
Nathália Rodrigues Garcia-Schinzari, Luzia Iara Pfeifer, Amanda Mota Pacciulio Sposito, Jair Lício Ferreira Santos, Lucila Castanheira Nascimento, and Maria Paula Panúncio-Pinto. 2014. Caixas de histórias como estratégia auxiliar do enfrentamento da hospitalização de crianças e adolescentes com câncer/The use of story boxes as an adjuvant strategy to cope with hospitalization of children and adolescents with cancer. Cadernos Brasileiros de Terapia Ocupacional 22, 3 (2014).
Elaine CS Hayashi, Julián E Gutiérrez Posada, Vanessa RML Maike, and M Cecília C Baranauskas. 2016. Exploring new formats of the Self-Assessment Manikin in the design with children. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. 1–10.
Stefan Hoffmann, Robert Schraut, Thomas Kröll, Wiebke Scholz, Tatiana Belova, Johann Erhardt, Daniel Gollmer, Christian Mauck, Giorgos Zacharioudakis, Marcel Meyerheim, 2021. AquaScouts: ePROs implemented as a serious game for children with cancer to support palliative care. Frontiers in Digital Health 3 (2021).
Kimberly Paola Muñoz Cepeda, Gina Paola Ortiz Paucar, Diego Carrera Gallego, 2019. Creación de prototipo de aplicación móvil sobre cuidados paliativos basados en historias ilustradas para los niños de 9 a 14 años del instituto de la Sociedad de Lucha Contra el Cáncer ubicado en la ciudad de Guayaquil.Ph. D. Dissertation. ESPOL. FADCOM.
Izaias Souza Barros Netto, Cleber Queiroz Leite, Thaís Souza Gonzales, César Sales da Silva, Alice Dhayana Schmidt Pereira dos Santos, Yamilla Quirino Ferreira, Maria Eduarda Ripke de Negreiros, Byanca Ysadora Borges Lérias, and Brian França dos Santos. 2022. A ludoterapia no tratamento oncológico infantil. Revista Eletrônica Acervo Saúde 15, 7 (2022), e10605–e10605.
Diogo Nishikawa, L Novak, M Azevedo, PC Branco, R Olivi, R Brandão, FE Garcia, and VPA Neris. 2016. Se cuidar, cuidar de algo, se divertir e aprender fazem bem. Demonstração de um jogo para apoiar o tratamento da depressão (2016).
Kamila Rios da Hora Rodrigues, Vania Paula de Almeida Neris, Paula Maia Souza, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, and Aline Elias Cardoso Verhalen. 2021. Rufus-uma plataforma de autoria para jogos digitais terapeuticos. In X Latin American Conference on Human Computer Interaction. 1–5.
Diego José Sáez-Rodríguez and Pablo Chico-Sánchez. 2021. Aplicación de la realidad virtual en niños oncológicos hospitalizados sometidos a procedimientos invasivos: un estudio de casos. Journal: Psicooncología1 (2021), 157–172.
Suzane Santos dos Santos, Erick Modesto Campos, and Kamila Rios da Hora Rodrigues. 2022. Emoframe: Prototype of a framework to assess users’ emotional responses. In International Conference on Human-Computer Interaction. Springer, 282–301.
Douglas Schuler and Aki Namioka. 1993. Participatory design: Principles and practices. CRC Press.
Andrew J Stapleton. 2004. Serious games: Serious opportunities. In Australian Game Developers Conference, Academic Summit, Melbourne. Citeseer.
Aline Elias Cardoso Verhalen, Vinicius Carvalho Pereira, Silvia Amelia Bim, Ricardo M. de Mello de Picoli, Cristiano Maciel, and Kamila Rios da Hora Rodrigues. 2021. Jungle party - a game about loss and grief. In IHC ’21: Brazilian Symposium on Human Factors in Computing Systems.
Aline Elias Cardoso Verhalen, Rodrigo Geurgas Zavarizz, Jonattan Willian da Silva, Tiago Marino Silva, Caio Eduardo Pereira Nunes, Ticianne de Gois Ribeiro Darin, and Kamila Rios da Hora Rodrigues. 2022. Telling your own story: design and evaluation of a storytelling mechanic in a platform for serious games authoring. In Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems. 1–7.
Anna Virgínia Williams. 2006. Desenvolvimento e avaliação do efeito de um jogo terapêutico para jovens usuários de drogas. (2006). [link]
Andrew Chixiao Yang. 2019. The Role of Color in Palliative Care for Children. In Proceedings of the 2019 11th International Conference on Bioinformatics and Biomedical Technology. 27–31.
Publicado
16/10/2023
Como Citar
VERHALEN, Aline Elias Cardoso; SILVA, Tiago Marino; RODRIGUES, Kamila Rios Da Hora.
Once upon a time... you! A game to support health professionals in the treatment of children with chronic diseases, helping them to express their feelings. In: SIMPÓSIO BRASILEIRO SOBRE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 22. , 2023, Maceió/AL.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.