Uso de gamification para melhorar adesão a tratamento
Resumo
Este artigo apresenta uma pesquisa em andamento sobre as dificuldades em adesão a tratamento e o uso de gamification na área da saúde. Um sistema é proposto para adaptar e aplicar técnicas de gamification para o caso específico de hipertensão, com foco em aumentar a motivação intrínseca.
Palavras-chave:
Gamification, saúde, motivação
Referências
A. Ahtinen, P. Huuskonen, and J. Häkkilä. Let’s all get up and walk to the north pole: Design and evaluation of a mobile wellness application. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, NordiCHI ’10, pages 3–12, New York, NY, USA, 2010. ACM.
A. G. Stuart. Exercise as therapy in congenital heart disease — a gamification approach. Progress in Pediatric Cardiology, (0):–, 2014.
A. Penenberg. Play at Work: How games inspire breakthrough thinking. Little, Brown Book Group, 2013.
B. Cugelman. Gamification: What it is and why it matters to digital health behavior change developers. JMIR Serious Games, 1(1):e3, Dec 2013.
Bazian Ltd. The effects of education on patient adherence to medication. Evidence-based Healthcare and Public Health, 9(6):398 – 404, 2005.
C. Lister, H. J. West, B. Cannon, T. Sax, and D. Brodegard. Just a fad? gamification in health and fitness apps. JMIR Serious Games, 2(2):e9, Aug 2014.
C. M. Walker, B. L. Elder, and K. S. Hayes. The role of a self-directed technology to improve medication adherence in heart failure patients. The Journal for Nurse Practitioners, 10(10):856 – 863, 2014. Special Issue: Technology That Transforms Health Care Practice and Education.
E. R. Gritz, M. DiMatteo, and R. D. Hays. Methodological issues in adherence to cancer control regimens. Preventive Medicine, 18(5):711 – 720, 1989.
E. T. d. Santa-Helena, M. I. B. Nemes, and J. Eluf Neto. Fatores associados à não-adesão ao tratamento com anti-hipertensivos em pessoas atendidas em unidades de saúde da família. Cadernos de Saúde Pública, 26:2389 – 2398, 12 2010.
Instituto Brasileiro de Geografia e Estatística. Pesquisa Nacional de Saúde. 2013.
J. L. de Gusmão and D. Mion Jr. Adesão ao tratamento–conceitos. Rev Bras Hipertens vol, 13(1):23–25, 2006.
K. A. Schutzer and B. Graves. Barriers and motivations to exercise in older adults. Preventive Medicine, 39(5):1056 – 1061, 2004.
K. Knaving and S. Björk. Designing for fun and play: Exploring possibilities in design for gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications, Gamification ’13, pages 131–134, New York, NY, USA, 2013. ACM.
M. Csikszentmihalyi. Flow: The Psychology of Optimal Experience. Harper Perennial, New York, NY, March 1991.
O. Zuckerman and A. Gal-Oz. Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal Ubiquitous Comput., 18(7):1705–1719, Oct. 2014
R. Bénabou and J. Tirole. Incentives and prosocial behavior. American Economic Review, 96(5):1652–1678, 2006.
S. Deterding, D. Dixon, R. Khaled, and L. Nacke. From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA, 2011. ACM.
S. Munson and S. Consolvo. Exploring goal-setting, rewards, self-monitoring, and sharing to motivate physical activity. In Pervasive Computing Technologies for Healthcare (PervasiveHealth), 2012 6th International Conference on, pages 25–32, May 2012.
Sociedade Brasileira de Cardiologia. VI diretrizes brasileiras de hipertensão. Arquivos Brasileiros de Cardiologia, 95:I – III, 2010.
Z. M. d. S. A. Santos, A. C. T. Marques, and Y. P. Carvalho. Fatores relacionados à adesão ao tratamento do usuário hipertenso. Revista Brasileira em Promoção da Saúde, 26(2):298–306, 05 2013.
A. G. Stuart. Exercise as therapy in congenital heart disease — a gamification approach. Progress in Pediatric Cardiology, (0):–, 2014.
A. Penenberg. Play at Work: How games inspire breakthrough thinking. Little, Brown Book Group, 2013.
B. Cugelman. Gamification: What it is and why it matters to digital health behavior change developers. JMIR Serious Games, 1(1):e3, Dec 2013.
Bazian Ltd. The effects of education on patient adherence to medication. Evidence-based Healthcare and Public Health, 9(6):398 – 404, 2005.
C. Lister, H. J. West, B. Cannon, T. Sax, and D. Brodegard. Just a fad? gamification in health and fitness apps. JMIR Serious Games, 2(2):e9, Aug 2014.
C. M. Walker, B. L. Elder, and K. S. Hayes. The role of a self-directed technology to improve medication adherence in heart failure patients. The Journal for Nurse Practitioners, 10(10):856 – 863, 2014. Special Issue: Technology That Transforms Health Care Practice and Education.
E. R. Gritz, M. DiMatteo, and R. D. Hays. Methodological issues in adherence to cancer control regimens. Preventive Medicine, 18(5):711 – 720, 1989.
E. T. d. Santa-Helena, M. I. B. Nemes, and J. Eluf Neto. Fatores associados à não-adesão ao tratamento com anti-hipertensivos em pessoas atendidas em unidades de saúde da família. Cadernos de Saúde Pública, 26:2389 – 2398, 12 2010.
Instituto Brasileiro de Geografia e Estatística. Pesquisa Nacional de Saúde. 2013.
J. L. de Gusmão and D. Mion Jr. Adesão ao tratamento–conceitos. Rev Bras Hipertens vol, 13(1):23–25, 2006.
K. A. Schutzer and B. Graves. Barriers and motivations to exercise in older adults. Preventive Medicine, 39(5):1056 – 1061, 2004.
K. Knaving and S. Björk. Designing for fun and play: Exploring possibilities in design for gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications, Gamification ’13, pages 131–134, New York, NY, USA, 2013. ACM.
M. Csikszentmihalyi. Flow: The Psychology of Optimal Experience. Harper Perennial, New York, NY, March 1991.
O. Zuckerman and A. Gal-Oz. Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal Ubiquitous Comput., 18(7):1705–1719, Oct. 2014
R. Bénabou and J. Tirole. Incentives and prosocial behavior. American Economic Review, 96(5):1652–1678, 2006.
S. Deterding, D. Dixon, R. Khaled, and L. Nacke. From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA, 2011. ACM.
S. Munson and S. Consolvo. Exploring goal-setting, rewards, self-monitoring, and sharing to motivate physical activity. In Pervasive Computing Technologies for Healthcare (PervasiveHealth), 2012 6th International Conference on, pages 25–32, May 2012.
Sociedade Brasileira de Cardiologia. VI diretrizes brasileiras de hipertensão. Arquivos Brasileiros de Cardiologia, 95:I – III, 2010.
Z. M. d. S. A. Santos, A. C. T. Marques, and Y. P. Carvalho. Fatores relacionados à adesão ao tratamento do usuário hipertenso. Revista Brasileira em Promoção da Saúde, 26(2):298–306, 05 2013.
Publicado
26/05/2015
Como Citar
NASCIMENTO, Matheus; ALBUQUERQUE, Eduardo.
Uso de gamification para melhorar adesão a tratamento. In: SIMPÓSIO BRASILEIRO DE SISTEMAS DE INFORMAÇÃO (SBSI), 11. , 2015, Goiânia.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2015
.
p. 395-398.
DOI: https://doi.org/10.5753/sbsi.2015.5889.