Desenvolvimento participativo de um exergame para a melhora da capacidade funcional em pessoas idosas
Resumo
Pessoas idosas comumente não atingem os níveis recomendados de exercício físico necessário para reduzir a perda da capacidade funcional. Exergames podem ser usados como recursos para gerar engajamento. No entanto, a maioria dos exergames são disponíveis comercialmente e genéricos, usualmente não projetados para o público idoso. Neste trabalho, apresenta-se o desenvolvimento participativo de um exergame que visa a melhora da capacidade funcional em idosos. Durante o processo de criação, 23 idosos participaram contribuindo com a especificação, interagindo e testando o jogo. Os resultados trazem um exergame com mecânica e elementos mais acessíveis e atrativos para esse público, com potencial para efeitos positivos em sua saúde.Referências
Askenäs, L., Aidemark, J., Jaarsma, T., et al. (2019). Co-design to self-organizing exergaming a study of stimulating physical activity for elderly people with a chronic health condition. In International Conference on Internet Technologies & Society.
Balsalobre-Fernández, C., Cordón, Á., Unquiles, N. and Muñoz-García, D. (2018). Movement velocity in the chair squat is associated with measures of functional capacity and cognition in elderly people at low risk of fall. PeerJ, v. 6, p. e4712.
Bamparopoulos, G., Konstantinidis, E., Bratsas, C. and Bamidis, P. D. (2016). Towards exergaming commons: composing the exergame ontology for publishing open game data. Journal of Biomedical Semantics, v. 7, n. 1, p. 4.
Bellei, E. A., Biduski, D., Brock, L. A., et al. (2018). Prior experience as an influencer in the Momentary User Experience: an assessment in immersive virtual reality game context. In Proceedings of 2018 20th Symposium on Virtual and Augmented Reality (SVR). . IEEE Computer Society.
Brox, E., Evertsen, G., Åaheim-Olsen, H., Hors-Fraile, S. and Browne, J. (2015). Experience with a 3D Kinect Exergame for Elderly. In Proceedings of the International Conference on Health Informatics. SCITEPRESS.
Carras, M. C., Rooij, A. J. Van, Spruijt-Metz, D., et al. (2018). Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry, v. 8.
Chen, C.-K., Tsai, T.-H., Lin, Y.-C., et al. (2018). Acceptance of different design exergames in elders. PLOS ONE, v. 13, n. 7, p. e0200185.
Da Silva Júnior, J. L. A., Biduski, D., Bellei, E. A., et al. (2021). A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers. JMIR Serious Games, v. 9, n. 1, p. e23423.
DeVan, A. E. and Tanaka, H. (2007). Declines in ten-pin bowling performance with advancing age. Age and Ageing, v. 36, n. 6, p. 693–694.
Gerling, K., Schulte, F. and Masuch, M. (2011). Designing and evaluating digital games for frail elderly persons. In ACM International Conference Proceeding Series.
Kappen, D. L., Mirza-Babaei, P. and Nacke, L. E. (2019). Older Adults’ Physical Activity and Exergames: A Systematic Review. International Journal of Human–Computer Interaction, v. 35, n. 2, p. 140–167.
Li, J., Erdt, M., Chen, L., et al. (2018). The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis. Journal of Medical Internet Research, v. 20, n. 6, p. e10486.
Meekes, W. and Stanmore, E. K. (2017). Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study. Journal of Medical Internet Research, v. 19, n. 7, p. e238.
Nawaz, A., Waerstad, M., Omholt, K., et al. (2014). Designing Simplified Exergame for Muscle and Balance Training in Seniors: A Concept of íOut in Naturé. In Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare. ICST.
Planinc, R., Nake, I. and Kampel, M. (2013). Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities. In 13th International Conference on Ambient Computing, Applications, Services and Technologies.
Quintero, C. (2020). A review: accessible technology through participatory design. Disability and Rehabilitation: Assistive Technology, p. 1–7.
Skjæret, N., Nawaz, A., Morat, T., et al. (2016). Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy. International Journal of Medical Informatics, v. 85, n. 1, p. 1–16.
Stanmore, E. K., Mavroeidi, A., De Jong, L. D., et al. (2019). The effectiveness and costeffectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in UK assisted living facilities: a multi-centre, cluster randomised controlled trial. BMC Medicine, v. 17, n. 1, p. 49.
Taylor, D. (2014). Physical activity is medicine for older adults. Postgraduate Medical Journal, v. 90, n. 1059, p. 26–32.
Taylor, L., Kerse, N., Klenk, J., Borotkanics, R. and Maddison, R. (2018). Exergames to Improve the Mobility of Long-Term Care Residents: A Cluster Randomized Controlled Trial. Games for Health Journal, v. 7, n. 1, p. 37–42.
Trombetta, M., Bellei, E. A., Rieder, R. and De Marchi, A. C. B. (2018). Motion Rehab 3D Plus: Um Exergame Customizável Aplicado à Reabilitação Física. In Anais do Simpósio Brasileiro de Computação Aplicada à Saúde (SBCAS). SBC.
Zhang, F. and Kaufman, D. (2016). Physical and Cognitive Impacts of Digital Games on Older Adults. Journal of Applied Gerontology, v. 35, n. 11, p. 1189–1210.
Balsalobre-Fernández, C., Cordón, Á., Unquiles, N. and Muñoz-García, D. (2018). Movement velocity in the chair squat is associated with measures of functional capacity and cognition in elderly people at low risk of fall. PeerJ, v. 6, p. e4712.
Bamparopoulos, G., Konstantinidis, E., Bratsas, C. and Bamidis, P. D. (2016). Towards exergaming commons: composing the exergame ontology for publishing open game data. Journal of Biomedical Semantics, v. 7, n. 1, p. 4.
Bellei, E. A., Biduski, D., Brock, L. A., et al. (2018). Prior experience as an influencer in the Momentary User Experience: an assessment in immersive virtual reality game context. In Proceedings of 2018 20th Symposium on Virtual and Augmented Reality (SVR). . IEEE Computer Society.
Brox, E., Evertsen, G., Åaheim-Olsen, H., Hors-Fraile, S. and Browne, J. (2015). Experience with a 3D Kinect Exergame for Elderly. In Proceedings of the International Conference on Health Informatics. SCITEPRESS.
Carras, M. C., Rooij, A. J. Van, Spruijt-Metz, D., et al. (2018). Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry, v. 8.
Chen, C.-K., Tsai, T.-H., Lin, Y.-C., et al. (2018). Acceptance of different design exergames in elders. PLOS ONE, v. 13, n. 7, p. e0200185.
Da Silva Júnior, J. L. A., Biduski, D., Bellei, E. A., et al. (2021). A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers. JMIR Serious Games, v. 9, n. 1, p. e23423.
DeVan, A. E. and Tanaka, H. (2007). Declines in ten-pin bowling performance with advancing age. Age and Ageing, v. 36, n. 6, p. 693–694.
Gerling, K., Schulte, F. and Masuch, M. (2011). Designing and evaluating digital games for frail elderly persons. In ACM International Conference Proceeding Series.
Kappen, D. L., Mirza-Babaei, P. and Nacke, L. E. (2019). Older Adults’ Physical Activity and Exergames: A Systematic Review. International Journal of Human–Computer Interaction, v. 35, n. 2, p. 140–167.
Li, J., Erdt, M., Chen, L., et al. (2018). The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis. Journal of Medical Internet Research, v. 20, n. 6, p. e10486.
Meekes, W. and Stanmore, E. K. (2017). Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study. Journal of Medical Internet Research, v. 19, n. 7, p. e238.
Nawaz, A., Waerstad, M., Omholt, K., et al. (2014). Designing Simplified Exergame for Muscle and Balance Training in Seniors: A Concept of íOut in Naturé. In Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare. ICST.
Planinc, R., Nake, I. and Kampel, M. (2013). Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities. In 13th International Conference on Ambient Computing, Applications, Services and Technologies.
Quintero, C. (2020). A review: accessible technology through participatory design. Disability and Rehabilitation: Assistive Technology, p. 1–7.
Skjæret, N., Nawaz, A., Morat, T., et al. (2016). Exercise and rehabilitation delivered through exergames in older adults: An integrative review of technologies, safety and efficacy. International Journal of Medical Informatics, v. 85, n. 1, p. 1–16.
Stanmore, E. K., Mavroeidi, A., De Jong, L. D., et al. (2019). The effectiveness and costeffectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in UK assisted living facilities: a multi-centre, cluster randomised controlled trial. BMC Medicine, v. 17, n. 1, p. 49.
Taylor, D. (2014). Physical activity is medicine for older adults. Postgraduate Medical Journal, v. 90, n. 1059, p. 26–32.
Taylor, L., Kerse, N., Klenk, J., Borotkanics, R. and Maddison, R. (2018). Exergames to Improve the Mobility of Long-Term Care Residents: A Cluster Randomized Controlled Trial. Games for Health Journal, v. 7, n. 1, p. 37–42.
Trombetta, M., Bellei, E. A., Rieder, R. and De Marchi, A. C. B. (2018). Motion Rehab 3D Plus: Um Exergame Customizável Aplicado à Reabilitação Física. In Anais do Simpósio Brasileiro de Computação Aplicada à Saúde (SBCAS). SBC.
Zhang, F. and Kaufman, D. (2016). Physical and Cognitive Impacts of Digital Games on Older Adults. Journal of Applied Gerontology, v. 35, n. 11, p. 1189–1210.
Publicado
15/06/2021
Como Citar
BECKER, Osvaldo Henrique Cemin; SILVA JÚNIOR, Jorge Luiz Andrade Da; BELLEI, Ericles Andrei; BIDUSKI, Daiana; MARCHI, Ana Carolina Bertoletti De.
Desenvolvimento participativo de um exergame para a melhora da capacidade funcional em pessoas idosas. In: CONCURSO DE TRABALHOS DE INICIAÇÃO CIENTÍFICA - SIMPÓSIO BRASILEIRO DE COMPUTAÇÃO APLICADA À SAÚDE (SBCAS), 21. , 2021, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 127-132.
ISSN 2763-8987.
DOI: https://doi.org/10.5753/sbcas.2021.16113.