Validação de Personas Intergeracionais para Jogos Analógicos em Saúde
Resumo
Introdução: Personas são ferramentas essenciais no design centrado no ser humano, particularmente em jogos de saúde intergeracionais. Objetivo: O objetivo do estudo foi validar personas criadas para um jogo analógico de saúde intergeracional, com base nas percepções do usuário em diferentes faixas etárias. Método: A validação foi conduzida usando a Escala de Percepção de Persona
Palavras-chave:
Design Centrado em Humano, Jogos, Relação entre Gerações
Referências
Altschul, D. & deary, I., 2019. Playing analog games is associated with reduced declines in cognitive function: A 68-year longitudinal cohort study. The Journals of Gerontology Series B: Psychological Sciences and Social Sciences, 75, pp.474–482.
Alves, J.L., lima, A.P. & gaspar, R., 2023. Human-Centered and Sustainable Approach in the Context of Industry 5.0: A Literature Review. Processes, 11(1), p.193. DOI: 10.3390/pr11010193.
Associação brasileira de normas técnicas (ABNT), 2011. ABNT NBR ISO 9241-210:2011 – Ergonomia da interação humano-sistema: Parte 210 – Projeto centrado no ser humano para sistemas interativos. Rio de Janeiro: ABNT.
Bartels, S.L. et al., 2023. Using Personas in the development of eHealth interventions for chronic pain: A scoping review and narrative synthesis. Internet Interventions, 32, p.100619. DOI: 10.1016/j.invent.2023.100619.
Costa, P.T. & mcCrae, R.R., 1992. NEO PI-R professional manual. Odessa, FL: Psychological Assessment Resources.
Edwards, M.T. & robinson, P., 2020. Baby Boomers and Online Learning. In: Five Generations and Only One Workforce.
Edwards, S.L. et al., 2024. Analog serious games for medical education: A scoping review. Academic Medicine.
Farooq, A. et al., 2025. Representing groups of students as personas: A systematic review of persona creation, application, and trends in the educational domain. Computers and Education Open, 8, p.100242. DOI: 10.1016/j.caeo.2025.100242.
Jones, P. et al., 2020. Design Research for Complex Systems. She Ji: The Journal of Design, Economics, and Innovation, 6(1), pp.10–28.
Kaneko, T. et al., 2015. Experimental teaching of collaborative knowledge creation using analogue games. In: Collaborative Knowledge in Scientific Research. Springer, pp.69–76.
Karnikowski, I.G.O., Ferreira, R.O., Karnikowski, M.G.O., Karnikowski, J.A.G.O. and Pereira, L.C., 2025. Desenvolvimento de personas para um jogo intergeracional envolvendo os determinantes de saúde. Anais do CONEPEI - Congresso Nacional de Empreendedorismo, Pesquisa, Extensão e Inovação, São Caetano do Sul (SP): Universidade Municipal de São Caetano do Sul. Even3. ISBN 978-65-272-1211-9. Disponível em: [link] [Acesso em: 7 jul. 2025].
Kloeckner, A.P., scherer, J.O. & ribeiro, J.L.D., 2021. A game to teach and apply design thinking for innovation. International Journal of Innovation, 9(3), pp.557–587. DOI: 10.5585/iji.v9i3.20286.
Kowert, R., festl, R. & quinn, S., 2022. Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction. JMIR Serious Games, 10(1), p.e28999.
Losana, P. et al., 2021. A systematic mapping study on integration proposals of the Personas technique in agile methodologies. Sensors, 21(18), p.6298. DOI: 10.3390/s21186298.
Miaskiewicz, T., sumner, T. & kozar, K.A., 2008. A latent semantic analysis methodology for the identification and creation of personas. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp.1501–1510.
Ness, I.J., Klykken, F.H., Barendregt, R., Steinsund, S. and Wasson, B., 2021. Beyond the Digital: Analogue Games’ Creative Potential in Deepening Data Literacy. 18th European Conference on Game-Based Learning, pp.558–565. DOI: 10.34190/ecgbl.18.1.2973
Reis, T.A. et al., 2018. Study on the Alpha Generation and the Reflections of Its Behavior in the Organizational Environment. Quest Journals: Journal of Research in Humanities and Social Science, 6(1), pp.9–19.
Richards, M.B., becker, K.L. & stollings-holder, J., 2024. Escaping generational conflict: using gamification to examine intergenerational communication & problem-solving. Review of Managerial Science, 18, pp.1597–1616.
Salminen, J.O. et al., 2024. Picturing the fictitious person: An exploratory study on the effect of images on user perceptions of AI-generated personas. Computers in Human Behavior: Artificial Humans.
Salminen, J. et al., 2021a. How does varying the number of personas affect user perceptions and behavior? Challenging the ‘small personas’ hypothesis. International Journal of Human-Computer Studies, 146, p.102561.
Salminen, J. et al., 2021b. The unintended consequences of persisting labels when creating data-driven personas. International Journal of Human-Computer Studies, 151, p.102601. DOI: 10.1016/j.ijhcs.2021.102601.
Salminen, J.O. et al., 2020. Persona Perception Scale: Development and exploratory validation of an instrument for evaluating individuals' perceptions of personas. International Journal of Human-Computer Studies, 141, p.102437.
Sanders, E.B.-N. & stappers, P.J., 2008. Co-creation and the new landscapes of design. Co-design, 4(1), pp.5–18.
Schmitt, D.P. et al., 2007. The geographic distribution of Big Five personality traits: Patterns and profiles of human self-description across 56 nations. Journal of CrossCultural Psychology, 38(2), pp.173–212.
Singer, M.F. et al., 2023. Differences in perceived influencer authenticity: a comparison of Gen Z and Millennials’ definitions of influencer authenticity during the deinfluencer movement. Online Media and Global Communication.
Sousa, C. et al., 2023. Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches. Frontiers in Psychology, 14.
Squyres, D., 2020. Prioritizing the forgotten generation: why organizations should make boomers a key part of their talent acquisition strategy in 2020. Strategic HR Review, 19, pp.99–102.
Strauss, W. & howe, N., 1991. Generations: The History of America's Future, 1584 to 2069. New York: William Morrow and Company.
Vanden Abeele, V. and De Schutter, B., 2010. Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing, 14(5), pp.425–433. DOI: 10.1007/s00779-009-0262-3
Wang, T. et al., 2021. Development of a design strategy for playful products of older adults. In: kuroso, M. & sato, K. (eds.) Human-Computer Interaction – Interaction in Context. Cham: Springer.
Zhang, W. et al., 2021. Intergenerational teamwork in the modern workplace: barriers and bridges. Journal of Organizational Behavior, 42(3), pp.345–361. DOI: 10.1016/j.ijhcs.2021.102601
Alves, J.L., lima, A.P. & gaspar, R., 2023. Human-Centered and Sustainable Approach in the Context of Industry 5.0: A Literature Review. Processes, 11(1), p.193. DOI: 10.3390/pr11010193.
Associação brasileira de normas técnicas (ABNT), 2011. ABNT NBR ISO 9241-210:2011 – Ergonomia da interação humano-sistema: Parte 210 – Projeto centrado no ser humano para sistemas interativos. Rio de Janeiro: ABNT.
Bartels, S.L. et al., 2023. Using Personas in the development of eHealth interventions for chronic pain: A scoping review and narrative synthesis. Internet Interventions, 32, p.100619. DOI: 10.1016/j.invent.2023.100619.
Costa, P.T. & mcCrae, R.R., 1992. NEO PI-R professional manual. Odessa, FL: Psychological Assessment Resources.
Edwards, M.T. & robinson, P., 2020. Baby Boomers and Online Learning. In: Five Generations and Only One Workforce.
Edwards, S.L. et al., 2024. Analog serious games for medical education: A scoping review. Academic Medicine.
Farooq, A. et al., 2025. Representing groups of students as personas: A systematic review of persona creation, application, and trends in the educational domain. Computers and Education Open, 8, p.100242. DOI: 10.1016/j.caeo.2025.100242.
Jones, P. et al., 2020. Design Research for Complex Systems. She Ji: The Journal of Design, Economics, and Innovation, 6(1), pp.10–28.
Kaneko, T. et al., 2015. Experimental teaching of collaborative knowledge creation using analogue games. In: Collaborative Knowledge in Scientific Research. Springer, pp.69–76.
Karnikowski, I.G.O., Ferreira, R.O., Karnikowski, M.G.O., Karnikowski, J.A.G.O. and Pereira, L.C., 2025. Desenvolvimento de personas para um jogo intergeracional envolvendo os determinantes de saúde. Anais do CONEPEI - Congresso Nacional de Empreendedorismo, Pesquisa, Extensão e Inovação, São Caetano do Sul (SP): Universidade Municipal de São Caetano do Sul. Even3. ISBN 978-65-272-1211-9. Disponível em: [link] [Acesso em: 7 jul. 2025].
Kloeckner, A.P., scherer, J.O. & ribeiro, J.L.D., 2021. A game to teach and apply design thinking for innovation. International Journal of Innovation, 9(3), pp.557–587. DOI: 10.5585/iji.v9i3.20286.
Kowert, R., festl, R. & quinn, S., 2022. Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction. JMIR Serious Games, 10(1), p.e28999.
Losana, P. et al., 2021. A systematic mapping study on integration proposals of the Personas technique in agile methodologies. Sensors, 21(18), p.6298. DOI: 10.3390/s21186298.
Miaskiewicz, T., sumner, T. & kozar, K.A., 2008. A latent semantic analysis methodology for the identification and creation of personas. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp.1501–1510.
Ness, I.J., Klykken, F.H., Barendregt, R., Steinsund, S. and Wasson, B., 2021. Beyond the Digital: Analogue Games’ Creative Potential in Deepening Data Literacy. 18th European Conference on Game-Based Learning, pp.558–565. DOI: 10.34190/ecgbl.18.1.2973
Reis, T.A. et al., 2018. Study on the Alpha Generation and the Reflections of Its Behavior in the Organizational Environment. Quest Journals: Journal of Research in Humanities and Social Science, 6(1), pp.9–19.
Richards, M.B., becker, K.L. & stollings-holder, J., 2024. Escaping generational conflict: using gamification to examine intergenerational communication & problem-solving. Review of Managerial Science, 18, pp.1597–1616.
Salminen, J.O. et al., 2024. Picturing the fictitious person: An exploratory study on the effect of images on user perceptions of AI-generated personas. Computers in Human Behavior: Artificial Humans.
Salminen, J. et al., 2021a. How does varying the number of personas affect user perceptions and behavior? Challenging the ‘small personas’ hypothesis. International Journal of Human-Computer Studies, 146, p.102561.
Salminen, J. et al., 2021b. The unintended consequences of persisting labels when creating data-driven personas. International Journal of Human-Computer Studies, 151, p.102601. DOI: 10.1016/j.ijhcs.2021.102601.
Salminen, J.O. et al., 2020. Persona Perception Scale: Development and exploratory validation of an instrument for evaluating individuals' perceptions of personas. International Journal of Human-Computer Studies, 141, p.102437.
Sanders, E.B.-N. & stappers, P.J., 2008. Co-creation and the new landscapes of design. Co-design, 4(1), pp.5–18.
Schmitt, D.P. et al., 2007. The geographic distribution of Big Five personality traits: Patterns and profiles of human self-description across 56 nations. Journal of CrossCultural Psychology, 38(2), pp.173–212.
Singer, M.F. et al., 2023. Differences in perceived influencer authenticity: a comparison of Gen Z and Millennials’ definitions of influencer authenticity during the deinfluencer movement. Online Media and Global Communication.
Sousa, C. et al., 2023. Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches. Frontiers in Psychology, 14.
Squyres, D., 2020. Prioritizing the forgotten generation: why organizations should make boomers a key part of their talent acquisition strategy in 2020. Strategic HR Review, 19, pp.99–102.
Strauss, W. & howe, N., 1991. Generations: The History of America's Future, 1584 to 2069. New York: William Morrow and Company.
Vanden Abeele, V. and De Schutter, B., 2010. Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing, 14(5), pp.425–433. DOI: 10.1007/s00779-009-0262-3
Wang, T. et al., 2021. Development of a design strategy for playful products of older adults. In: kuroso, M. & sato, K. (eds.) Human-Computer Interaction – Interaction in Context. Cham: Springer.
Zhang, W. et al., 2021. Intergenerational teamwork in the modern workplace: barriers and bridges. Journal of Organizational Behavior, 42(3), pp.345–361. DOI: 10.1016/j.ijhcs.2021.102601
Publicado
30/09/2025
Como Citar
KARNIKOWSKI, Isabella G. O.; KARNIKOWSKI, José A. G. O.; PEREIRA, Leonardo C.; FERREIRA, Ricardo O.; JARDIM, João V. L.; GARCIA, Kerolyn R.; RAMOS, Catherine M.; KARNIKOWSKI, Margô G. O..
Validação de Personas Intergeracionais para Jogos Analógicos em Saúde. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 2299-2308.
DOI: https://doi.org/10.5753/sbgames.2025.10161.
