2020
DOI: 10.2196/17979
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Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation

Abstract: Background Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. Objective The objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents undergoing hemodialysis. Methods We describe the technological production followed by a qualit… Show more

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Cited by 9 publications
(4 citation statements)
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“…Patients undergoing hemodialysis must go to dialysis clinics three times a week, spending four hours per session [ 28 ]. When surveyed, monotony was reportedly the primary complaint among hemodialysis patients [ 32 ], highlighting a need for new strategies to boost motivation and treatment compliance [ 38 ].…”
Section: Reviewmentioning
confidence: 99%
“…Patients undergoing hemodialysis must go to dialysis clinics three times a week, spending four hours per session [ 28 ]. When surveyed, monotony was reportedly the primary complaint among hemodialysis patients [ 32 ], highlighting a need for new strategies to boost motivation and treatment compliance [ 38 ].…”
Section: Reviewmentioning
confidence: 99%
“…In addition to the many benefits of using a mobile phone, misusing it can have consequences. Side effects of misuse include insomnia, addiction, fatigue, anxiety, distress, stress, lack of concentration, physical and mental illness, reduced family relationships and accidents [13][14][15][16][17][18][19][20][21][22]. Therefore, due to the complications among mobile phone users, and especially students and the lack of awareness of the factors that cause it, the study was designed to examine the pattern of mobile phone users in the community of students in Iran.…”
Section: Introductionmentioning
confidence: 99%
“…Além dos profissionais de saúde, o serious game tem potencial de se estender à rede de apoio à qual a tecnologia está direcionada. Santana et al (2020) Além disso, como formato, os autores utilizaram-se de quiz multiplayer para promover o aprendizado (BENÍTEZ; PASCUAL; SANZ, 2017). Assim, como os autores supracitados, este estudo preocupou-se em compreender e aplicar estratégias para o desenvolvimento do serious game que fossem condizentes com as necessidades e que potencializassem o seu uso pelo usuário; diferindo, entretanto, na oferta de um jogo que oportuniza a aprendizagem através de diversas estratégias, além de quizzes.…”
Section: Documento De Design Do Gameunclassified
“…A colaboração entre profissionais para o desenvolvimento desta tecnologia potencializa a sua criação e torna o processo criativo mais efetivo. A junção de profissionais da área da saúde, educação, tecnologia, design permite a troca de experiências e o enriquecimento do produto a ser construído (JOHNSEN et al, 2018;SANTANA et al, 2020;CARVALHO, 2021).…”
Section: Documento De Design Do Gameunclassified