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1.
Games Health J ; 13(4): 268-277, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38563685

RESUMO

Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. Results: In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. Conclusions: The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.


Assuntos
Saúde Bucal , Jogos de Vídeo , Humanos , Criança , Saúde Bucal/normas , Saúde Bucal/educação , Pré-Escolar , Masculino , Feminino , Brasil , Jogos de Vídeo/normas , Jogos de Vídeo/psicologia , Educação em Saúde/métodos , Educação em Saúde/normas
2.
Prenat Diagn ; 41(12): 1589-1592, 2021 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-33694186

RESUMO

 : We have developed a high-fidelity interactive "video-game" simulator in order to teach fetoscopic laser ablation of placental anastomoses for twin-twin transfusion syndrome This simulator may be used by teachers in order to provide metrics-based simulator education to multiple trainees, in both hands-on and distanced learning settings WHAT IS ALREADY KNOWN ABOUT THIS TOPIC?: The use of simulation improves training of the fetoscopic laser techniques utilized in the treatment of twin-twin transfusion syndrome A number of mannequins have been developed to aid this education WHAT DOES THIS STUDY ADD?: Two new simulators are described for twin-twin transfusion syndrome training-silicone and digital The digital simulator is a novel digital video game virtual format This new format has enhanced interactivity and has the potential to enable distance learning.


Assuntos
Transfusão Feto-Fetal/diagnóstico por imagem , Fetoscopia/educação , Treinamento por Simulação/normas , Jogos de Vídeo/normas , Adulto , Anastomose Cirúrgica/educação , Anastomose Cirúrgica/métodos , Feminino , Fetoscopia/métodos , Fetoscopia/estatística & dados numéricos , Humanos , Fotocoagulação a Laser/educação , Fotocoagulação a Laser/métodos , Gravidez , Treinamento por Simulação/métodos , Treinamento por Simulação/estatística & dados numéricos , Ensino/normas , Ensino/estatística & dados numéricos , Jogos de Vídeo/estatística & dados numéricos
3.
Games Health J ; 9(6): 446-452, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-32498637

RESUMO

Objective: To evaluate the effect of exergaming in the plasma levels of adipokines (interleukin [IL]-1ß, IL-6, IL-8, and tumor necrosis factor-alpha [TNF-α]), Th1 (IL-2, IL-12, and interferon gamma [IFN-γ]), Th2 (IL-4 and IL-33), Th17 (IL-17 and IL-23), and regulatory T (Treg) (IL-10 and transforming growth factor-beta [TGF-ß]) in cancer patients undergoing treatment. Materials and Methods: We conducted a quasi-experimental control clinical trial using exergaming in all groups through the Xbox 360 Kinect™. The game used in this study was called Your Shape Fitness Evolved 2012. The volunteer participants played the game two to three times per week, for a total of 20 sessions. Forty-five volunteer participants were divided into 3 groups: cancer patients undergoing chemotherapy and/or radiotherapy treatment (chemotherapy and/or radiotherapy group CRG; n = 15); cancer patients who finished chemotherapy and/or radiotherapy treatment (cancer accompaniment group CAG; n = 15); and the control group (volunteers without a cancer diagnosis CG; n = 15). In the pre- and post-training period, all volunteers submitted to blood collection procedures using the enzyme-linked immunosorbent assay (ELISA). This test was used to obtain the levels of adipokines expression (IL-1ß, IL-6, IL-8, and TNF-α) and the cytokine profiles Th1 (IL-2, IL-12, and IFN-γ), Th2 (IL-4 and IL-33), Th17 (IL-17 and IL-23), and Treg (IL-10 and TGF-ß). Results: After exergaming, the CRG showed significant reductions in proinflammatory cytokines (IL-6: P < 0.05; IL-10: P = 0.038; TGF-ß: P = 0.049) and for CAG (IL-10: P = 0.034), as well as a reduction in the expression of cytokines related to the action of T lymphocytes. Conclusion: Exergaming promoted changes in the expression of cytokine profiles IL-6, IL-10, and TGF-ß, which correlated with the action profiles of CD4+ T lymphocytes.


Assuntos
Exercício Físico/psicologia , Interleucina-10/análise , Neoplasias/genética , Proteínas da Superfamília de TGF-beta/análise , Jogos de Vídeo/normas , Adulto , Idoso , Feminino , Expressão Gênica/fisiologia , Humanos , Interleucina-10/sangue , Masculino , Pessoa de Meia-Idade , Neoplasias/terapia , Proteínas da Superfamília de TGF-beta/sangue , Jogos de Vídeo/psicologia
4.
Games Health J ; 9(4): 279-289, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32391734

RESUMO

Objectives: Smartphone applications ("apps") can be used to promote health behavior change and expand the reach of behavioral interventions. To date, only a few existing apps have been developed for health promotion among adolescent survivors of childhood cancer. To address this gap, we developed an app-based intervention, using game design characteristics, theory-based behavioral strategies, and assistance from a health coach to motivate health behavior change for adolescent survivors of childhood cancer. This article describes the development and initial feasibility evaluation of the intervention. Methods: Using a theoretical framework and an extensive formative process, we developed an app-based game ("Mila Blooms") that promotes healthy eating and physical activity among adolescent survivors of childhood cancer. A single-arm 8-week intervention, using this app-based game, with assistance from a health coach, was conducted among a sample of pediatric cancer survivors (n = 15) to evaluate its initial feasibility for promoting health behavior change. Results: Results from the feasibility evaluation were encouraging. The majority of enrolled participants were retained throughout the 8-week intervention (93.8%). Participant satisfaction feedback indicated positive experiences, related to ease of use and enjoyment of the app. Although there was little evidence for behavior change attributable to the app in this first stage of development, there was a solid demonstration of the viability and appeal of the game features, and there were no adverse side effects. Conclusions: Results provide insights into how gamification can be used to promote health behaviors through an app-based intervention. Mila Blooms holds promise for promoting health behavior change. Lessons learned from our experiences could be useful for the future development and implementation of app-based adolescent health interventions.


Assuntos
Terapia Comportamental/instrumentação , Sobreviventes de Câncer/psicologia , Dieta Saudável/psicologia , Exercício Físico/psicologia , Aplicativos Móveis/tendências , Adolescente , Terapia Comportamental/tendências , Sobreviventes de Câncer/estatística & dados numéricos , Criança , Dieta Saudável/estatística & dados numéricos , Feminino , Promoção da Saúde/métodos , Promoção da Saúde/estatística & dados numéricos , Humanos , Masculino , Neoplasias/complicações , Neoplasias/psicologia , Jogos de Vídeo/normas , Jogos de Vídeo/tendências
5.
Games Health J ; 9(4): 297-303, 2020 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-32083500

RESUMO

Objective: To compare the strength of the middle deltoid muscle by means of dynamometry and the Shoulder Pain and Disability Index (SPADI) in participants in treatment for cancer after the practice of an exergaming protocol. Materials and Methods: We conducted a randomized controlled clinical trial. Thirty-eight voluntary participants were divided into two groups: cancer group (n = 19; age = 61.46 ± 8.79 years; body mass index [BMI] = 28.36 ± 4.94 kg/m3) and control group (n = 19; age = 57.62 ± 7.57 years; BMI = 28.06 ± 3.74 kg/m3), and they participated in the study. All participants performed an exergame protocol by using Xbox 360 Kinect® (Microsoft, Redmond) with the game Your Shape Fitness Evolved 2012 two to three times per week for 20 sessions. They were evaluated through the isometric dynamometer in the middle deltoid muscle and the SPADI at three moments: preintervention (EV1), after 10 sessions (EV2), and after 20 sessions (EV3). Results: The cancer group scored higher on both the disability index, in all three evaluations, and the pain index, in EV2 and EV3, when compared with the control group. There was a significant reduction in the disability score in EV2 and EV3 when compared with EV1 in the cancer group, whereas pain was lower in EV2 and EV3 when compared with EV1 in the control group. There were no significant interevaluation or intergroup differences in the maximal isometric voluntary contraction of the deltoid muscle of both upper limbs. Conclusion: At the end of the exergaming, protocol reduced the disability of the shoulder joint of the cancer group and decreased the differences between the groups for disability and pain scores, without changing isometric force.


Assuntos
Exercício Físico/psicologia , Força Muscular , Desempenho Físico Funcional , Ombro/fisiopatologia , Jogos de Vídeo/normas , Adulto , Feminino , Humanos , Contração Isométrica/fisiologia , Masculino , Pessoa de Meia-Idade , Neoplasias/complicações , Neoplasias/fisiopatologia , Dor/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
6.
Games Health J ; 9(1): 64-70, 2020 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-31536384

RESUMO

Objective: Strong cravings to smoke are an obstacle to cessation success. Unfortunately, cessation medication and counseling only modestly quell craving. This pilot study was designed to examine the feasibility of mobile games as a response strategy to craving and whether a fully powered trial is warranted. Materials and Methods: Smokers interested in quitting (N = 30) were offered 4 weeks of nicotine patch plus counseling and randomized to quit with (games-on) versus without (games-off) access to 11 commercial mobile games. Outcomes included post-target quit day (TQD) game play, craving, smoking, and quitting. Almost all P's were >0.05; outcomes should be interpreted with caution due to the small N. Results: Of games-on participants (n = 16), one played games ≥80% of days post-TQD (22/28 days); 38% played >1/3 of days; 25% did not play. Games-on participants reported games moderately helped them cope with cravings; M = 3.22 on a scale from 1 (not at all) to 5 (very much). Also, games-on participants showed a slight decrease in craving from baseline to 1-week post-TQD (2.35-2.25 on a 0-5 point-scale), whereas games-off participants showed an increase (2.01-2.53). Games-on participants showed greater decreases in craving after playing a game than after the passage of time (when an app imposed a 2-minute wait period following their game request), but there was little evidence games-on versus games-off participants differed in mean post-TQD cigarettes/day. Games-on participants reported modestly but not significantly higher continuous abstinence through day 28 (31.3% vs. 21.4%). Conclusion: Feasibility results encourage a fully powered trial of this easily disseminable intervention. Clinical Trial Registration: ClinicalTrials.gov NCT02164383.


Assuntos
Fissura , Abandono do Hábito de Fumar/psicologia , Jogos de Vídeo/normas , Adaptação Psicológica , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Projetos Piloto , Abandono do Hábito de Fumar/métodos , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
7.
Games Health J ; 9(1): 53-63, 2020 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-31560218

RESUMO

Objective: Adolescents and young adults (AYAs) account for >20% of new HIV diagnoses in the United States, yet >50% are unaware of their infection. Digital gaming is widespread among youth and has proven efficacious in other disease areas; thus, we sought to determine whether a life-and-dating simulation game to increase HIV testing would be acceptable among AYAs. Materials and Methods: Focus groups and surveys were administered to health care providers and AYAs in Washington, DC. AYAs were shown a life-and-dating simulation game that incorporated the Centers for Disease Control and Prevention Risk Estimator tool to demonstrate the potential HIV risk of selected behaviors and a zipcode-level HIV testing locator. Thematic analysis was used to identify general gaming themes and game acceptance. Descriptive statistics were used to summarize response frequencies and Likert scales were used to evaluate game acceptability. Results: Providers, some of whom (38%, n = 5/13) had significant experience caring for youth living with or at increased risk for HIV, advised against the game forcing youth to disclose sexual identity or labeling youth "at risk." AYAs (n = 46) found the initial and revised versions of the game to be highly acceptable: youth thought the game was interesting [mean (standard deviation, SD) = 4.8/5 (0.4)]; liked playing games about HIV-related behaviors [mean (SD) = 4.8/5 (0.5)]; and would share the game to help friends get tested for HIV [mean = 4.6/5 (0.8)]. Conclusions: This study suggests that a digital game to improve HIV testing is acceptable among youth. An efficacy trial is planned to determine the impact of the game on improving HIV testing.


Assuntos
Infecções por HIV/diagnóstico , Programas de Rastreamento/normas , Design de Software , Jogos de Vídeo/normas , Adolescente , Comportamento do Adolescente/psicologia , Adulto , Feminino , Grupos Focais/métodos , Infecções por HIV/psicologia , Humanos , Masculino , Programas de Rastreamento/métodos , Programas de Rastreamento/psicologia , Pesquisa Qualitativa , Jogos de Vídeo/psicologia , Jogos de Vídeo/estatística & dados numéricos
8.
Eur J Public Health ; 28(4): 647-651, 2018 08 01.
Artigo em Inglês | MEDLINE | ID: mdl-29672683

RESUMO

Background: Since 2001, a recommendation of no more than 2 h per day of screen time for children 2 years of age or older was adopted in many countries. However, this recommendation was rarely examined empirically. The goal of the present study was to question this recommendation in today's connected world. Methods: We used data from the ado@internet.ch survey (spring 2012), a representative sample of 8th graders in the Canton of Vaud, Switzerland (n = 2942, 50.6% female). Internet use, health outcomes, substance use, well-being and socio-demographic characteristics were considered. Bi-variate statistical analyses were performed. Results: All outcomes were significantly associated with the time spent on internet, more time being associated with a higher prevalence of adverse consequences. Youth spending on average one more hour on Internet per day than the reference category (1.5-2.5 h) did not differ in terms of adverse health outcomes. Differences began to appear on sleeping problems, tobacco use, alcohol misuse, cannabis use and sport inactivity with youth spending between 3.5 h and 4.5 h per day on internet. Conclusions: This study demonstrates the absence of justification for setting a limit to only 2 h of screen time per day. Significant effects on health seem to appear only beyond 4 h per day and there may be benefits for those who spend less than an hour and a half on internet.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/epidemiologia , Guias como Assunto , Internet/normas , Jogos de Vídeo/normas , Adolescente , Estudos Transversais , Feminino , Humanos , Masculino , Prevalência , Inquéritos e Questionários , Suíça/epidemiologia , Fatores de Tempo
9.
Rev. bras. enferm ; 70(2): 376-383, Mar.-Apr. 2017.
Artigo em Inglês | LILACS, BDENF - Enfermagem | ID: biblio-843652

RESUMO

ABSTRACT Objective: To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Method: Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. Results: the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. Conclusion: By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.


RESUMEN Objetivo: describir el juego Papo Reto, y aportar reflexiones desde sus bases teórico-metodológicas. Método: estudio de análisis sobre el proceso de elaboración del juego en línea Papo Reto, destinado a los adolescentes de 15 a 18 años, y que lo accedieron entre 2014 y 2015. Resultados: las interacciones de sesenta adolescentes de la ciudad de Belo Horizonte y São Paulo mostraron potencialidades de este juego en abordar la sexualidad en adolescentes a través de la simulación de realidades, creación e interacción. En base a estas potencialidades se han puestas en discusión cuatro categorías: el juego como herramienta pedagógica; como simulación de realidades; como herramienta de aprendizaje inventiva y como el que promueve la interacción. Conclusión: por permitir que los adolescentes se arriesguen en nuevos caminos, el juego les ayuda a convertirse en seres creativos activos en la producción de sentidos, en la creación de sus discursos y en las formas de pensar, sentirse y actuar en el tema de la sexualidad.


RESUMO Objetivo: descrever o jogo Papo Reto e refletir sobre suas bases teórico-metodológicas. Método: estudo analítico sobre o processo de elaboração do jogo on-line Papo Reto, destinado a adolescentes de 15 a 18 anos, com acesso ao Jogo entre 2014 e 2015. Resultados: as interações de 60 adolescentes de Belo Horizonte e de São Paulo constituíram exemplos das potencialidades do Jogo para favorecer a abordagem sobre sexualidade com adolescentes por meio da simulação de realidades, da invenção e da interação. Com base nessas potencialidades, quatro categorias reflexivas foram discutidas: o jogo como dispositivo pedagógico; como simulação de realidades; como dispositivo para a aprendizagem inventiva; e o jogo potencializa a interação. Conclusão: ao permitir que os adolescentes se arrisquem por novos caminhos, o Jogo possibilita que se tornem criativos ativos na produção de sentidos, na criação de seus discursos e nas formas de pensar, sentir e agir no campo da sexualidade.


Assuntos
Humanos , Masculino , Feminino , Adolescente , Simulação por Computador/normas , Jogos de Vídeo/normas , Sexualidade/psicologia , Relações Interpessoais , Assunção de Riscos , Instituições Acadêmicas/organização & administração , Simulação por Computador/tendências , Brasil , Comportamento do Adolescente/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendências , Internet , Aprendizagem
10.
Respir Med ; 119: 63-69, 2016 10.
Artigo em Inglês | MEDLINE | ID: mdl-27692149

RESUMO

BACKGROUND: Interactive video games are recently being used as an exercise tool in cystic fibrosis (CF). This study aimed to assess the literature describing whether video games generate a physiological response similar to the exercise intensity needed for training in CF. METHODS: An online search in PubMed, Embase, Cochrane, SciELO, LILACS and PEDro databases was conducted and original studies describing physiological responses of the use of video games as exercise in CF were included. RESULTS: In four, out of five studies, the heart rate achieved during video games was within the standards recommended for training (60-80%). Two studies assessed VO2 and showed higher levels compared to the six-minute walk test. No desaturation was reported. Most games were classified as moderate intensity. Only one study used a maximum exercise test as comparator. CONCLUSION: Interactive video games generate a heart rate response similar to the intensity required for training in CF patients.


Assuntos
Fibrose Cística/fisiopatologia , Fibrose Cística/reabilitação , Teste de Esforço/métodos , Exercício Físico/fisiologia , Jogos de Vídeo/normas , Adolescente , Adulto , Criança , Estudos Transversais , Frequência Cardíaca/fisiologia , Humanos , Estudos Observacionais como Assunto , Consumo de Oxigênio/fisiologia , Avaliação de Resultados da Assistência ao Paciente , Ensaios Clínicos Controlados Aleatórios como Assunto , Teste de Caminhada/métodos , Adulto Jovem
11.
Cyberpsychol Behav Soc Netw ; 18(7): 417-25, 2015 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-26167842

RESUMO

Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.


Assuntos
Comunicação em Saúde , Prevenção do Hábito de Fumar , Avaliação da Tecnologia Biomédica/métodos , Abandono do Uso de Tabaco/psicologia , Jogos de Vídeo/normas , Adolescente , Humanos
12.
Surg Endosc ; 28(2): 537-42, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-24061627

RESUMO

BACKGROUND: Virtual reality (VR) laparoscopic simulators have been around for more than 10 years and have proven to be cost- and time-effective in laparoscopic skills training. However, most simulators are, in our experience, considered less interesting by residents and are often poorly accessible. Consequently, these devices are rarely used in actual training. In an effort to make a low-cost and more attractive simulator, a custom-made Nintendo Wii game was developed. This game could ultimately be used to train the same basic skills as VR laparoscopic simulators ought to. Before such a video game can be implemented into a surgical training program, it has to be validated according to international standards. METHODS: The main goal of this study was to test construct and concurrent validity of the controls of a prototype of the game. In this study, the basic laparoscopic skills of experts (surgeons, urologists, and gynecologists, n = 15) were compared to those of complete novices (internists, n = 15) using the Wii Laparoscopy (construct validity). Scores were also compared to the Fundamentals of Laparoscopy (FLS) Peg Transfer test, an already established assessment method for measuring basic laparoscopic skills (concurrent validity). RESULTS: Results showed that experts were 111 % faster (P = 0.001) on the Wii Laparoscopy task than novices. Also, scores of the FLS Peg Transfer test and the Wii Laparoscopy showed a significant, high correlation (r = 0.812, P < 0.001). CONCLUSIONS: The prototype setup of the Wii Laparoscopy possesses solid construct and concurrent validity.


Assuntos
Competência Clínica , Simulação por Computador , Educação Médica Continuada/métodos , Laparoscopia/educação , Interface Usuário-Computador , Jogos de Vídeo/normas , Humanos , Médicos/normas
13.
Paediatr Nurs ; 18(7): 30-3, 2006 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-16986754

RESUMO

Effective management of cystic fibrosis (CF) depends on adherence to a daily multi-component regimen. Segregation policies have been reported to lead to a dramatic fall in the incidence of cross infection rates in specialist CF centres. Previously, peers provided a valuable source of information and support; segregation means that there is virtually no contact with other people with CF. In this context the Betterland CD-ROM was developed with the aim of improving knowledge and understanding and helping children and young people cope with time-consuming CF treatments (inhalation therapies and physiotherapy) and painful procedures by using filmed-model approaches. Betterland is an interactive computer game, designed in the style of a theme park. Patient and carer feedback has been positive and the CD-ROM has been incorporated into a nurse-led Moving to High School (MotHS) programme, as well as the patient education work of the CF multidisciplinary team, particularly clinical nurse specialists.


Assuntos
CD-ROM/normas , Instrução por Computador/métodos , Fibrose Cística/prevenção & controle , Educação de Pacientes como Assunto/métodos , Jogos de Vídeo/psicologia , Adaptação Psicológica , Fatores Etários , Atitude Frente a Saúde , Criança , Ciências da Nutrição Infantil/educação , Pré-Escolar , Instrução por Computador/normas , Fibrose Cística/complicações , Fibrose Cística/psicologia , Humanos , Controle de Infecções , Pesquisa em Educação em Enfermagem , Pesquisa em Avaliação de Enfermagem , Dor/etiologia , Dor/prevenção & controle , Educação de Pacientes como Assunto/normas , Psicologia da Criança , Inquéritos e Questionários , Jogos de Vídeo/normas
14.
J Pediatr Oncol Nurs ; 23(5): 269-75, 2006.
Artigo em Inglês | MEDLINE | ID: mdl-16902082

RESUMO

This study explored whether an action video game about cancer would be acceptable to adolescent and young adult cancer patients as a tool for learning about cancer and self-care during treatment. Interviews about a proposed video game were conducted with 43 young cancer patients, who also completed questionnaires measuring personality and adaptive style. Data were analyzed to assess the overall acceptability of the proposed video game and to reveal any factors associated with measures of acceptability. Most participants expressed willingness to play the game and a moderate degree of interest in it. Cancer content in the game was not a deterrent for most participants. Game acceptability was not affected by personality variables or adaptive style. It is concluded that an action video game using cancer themes could be useful to nurses as a tool to improve understanding and self care of adolescent and young adult cancer patients.


Assuntos
Neoplasias/psicologia , Aceitação pelo Paciente de Cuidados de Saúde/psicologia , Educação de Pacientes como Assunto/métodos , Materiais de Ensino , Jogos de Vídeo/psicologia , Adaptação Psicológica , Adolescente , Adulto , Doença Crônica , Feminino , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Masculino , Neoplasias/prevenção & controle , Papel do Profissional de Enfermagem , Pesquisa em Educação em Enfermagem , Pesquisa Metodológica em Enfermagem , Enfermagem Oncológica , Educação de Pacientes como Assunto/normas , Inventário de Personalidade , Psicologia do Adolescente , São Francisco , Autocuidado , Inquéritos e Questionários , Materiais de Ensino/normas , Jogos de Vídeo/normas
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