Gamification and mHealth technology: an approach to raise awareness and provide health education to the elderly
Resumo
According to the World Health Organization 31% of the deaths worldwide are caused by Cardiovascular Diseases (CVDs) and most are preventable by changing risk behaviors. It is known that aged people are more susceptible to have chronic diseases, and that the number of elderly is increasing. At the same time, the concern of public health systems on how to deal with this fact is emerging. The use of gamification is still not much explored when focused on aged people and represents a different approach to motivate and engage the target people in beneficial activities and teach them about a healthy lifestyle. In this paper we propose the use of an app with the adoption of gamification techniques, as a tool to provide medical literacy, prevention and behavioral changes.
Palavras-chave:
Gamification, mHealth technology, elderly, cardiovascular diseases, prevention
Referências
Control, C. F. D., Prevention, et al. (2003). Public health and aging: trends in aging—united states and worldwide. JAMA, 289(11):1371–3.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15. ACM.
Istepanian, R., Laxminarayan, S., and Pattichis, C. S. (2006). M-health. Springer.
Newgard, C. B. and Sharpless, N. E. (2013). Coming of age: molecular drivers of aging and therapeutic opportunities. The Journal of clinical investigation, 123(3):946–950.
SAMSUNG (2016). Sensor extension. [link]. Accessed: 2017-05-27.
Tribess, S. (2016). Prescrição de exercícios físicos para idosos. Saúde.com, 1(2).
Warburton, D. E., Katzmarzyk, P. T., Rhodes, R. E., and Shephard, R. J. (2007). Evidence-informed physical activity guidelines for Canadian adults. Applied physiology, nutrition, and metabolism, 32(S2E):S16–S68.
WHO (2016). Cardiovascular diseases (cvds). [link]. Accessed: 2016-11-12.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15. ACM.
Istepanian, R., Laxminarayan, S., and Pattichis, C. S. (2006). M-health. Springer.
Newgard, C. B. and Sharpless, N. E. (2013). Coming of age: molecular drivers of aging and therapeutic opportunities. The Journal of clinical investigation, 123(3):946–950.
SAMSUNG (2016). Sensor extension. [link]. Accessed: 2017-05-27.
Tribess, S. (2016). Prescrição de exercícios físicos para idosos. Saúde.com, 1(2).
Warburton, D. E., Katzmarzyk, P. T., Rhodes, R. E., and Shephard, R. J. (2007). Evidence-informed physical activity guidelines for Canadian adults. Applied physiology, nutrition, and metabolism, 32(S2E):S16–S68.
WHO (2016). Cardiovascular diseases (cvds). [link]. Accessed: 2016-11-12.
Publicado
30/10/2017
Como Citar
MARTINS, Levi M.; SOUSA, Renata J. G.; MOREIRA, Evaldinolia G.; CONCEIÇÃO, Dário V.; FERREIRA, Jeane S..
Gamification and mHealth technology: an approach to raise awareness and provide health education to the elderly. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 28. , 2017, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 1745-1747.
DOI: https://doi.org/10.5753/cbie.sbie.2017.1745.
