Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Advertisement

Accepted for/Published in: JMIR Serious Games

Date Submitted: Jan 26, 2020
Open Peer Review Period: Jan 27, 2020 - Mar 2, 2020
Date Accepted: Aug 11, 2020
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation

Santana CCDAP, Naghettini AV, Freitas ATVDS, Barreto GO, de Avelar IS, Mazaro-Costa R, Bueno GN, Ribeiro DC, Silva GD

Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation

JMIR Serious Games 2020;8(3):e17979

DOI: 10.2196/17979

PMID: 32924950

SERIOUS GAME IN SMARTPHONE FOR ADOLESCENTS IN HEMODIALYSIS: DEVELOPMENT AND EVALUATION.

  • Cristina Célia De Almeida Pereira Santana; 
  • Alessandra Vitorino Naghettini; 
  • Ana Tereza Vaz De Souza Freitas; 
  • Gilson Oliveira Barreto; 
  • Igor Sousa de Avelar; 
  • Renata Mazaro-Costa; 
  • Gina Nolêto Bueno; 
  • Diuly Caroline Ribeiro; 
  • Gabriela Damasceno Silva; 

ABSTRACT

Background:

Adolescents with chronic kidney disease (CKD) have difficulty adhering to hemodialysis as a renal replacement treatment. This difficulty has created the need to establish strategies that motivate treatment adherence.

Objective:

To develop and evaluate the usability of a game in serious game mode to stimulate and motivate adolescents using hemodialysis.

Methods:

This was a descriptive and exploratory research study developed from a technological production. The target population consisted of patients undergoing hemodialysis, aged 10 to 14 years. The study was conducted in two phases: the process of creating a serious game developed to guide the self-care of adolescents on hemodialysis and the evaluation of its usability.

Results:

A game developed in serious game mode for use in hemodialysis in which the player was encouraged to take care of a character through daily actions in hemodialysis therapy. In the usability analysis, the data showed that the serious game generated interaction, motivation, and better perception of the clinical condition by adolescents. Discussion: We found that the game generated motivation, allowed the perception of the clinical condition of the character, and allowed reflection on conditioning factors inherent to the disease.

Conclusions:

The application proved to be a potential strategy for practice of care for the control of CKD and to be adjuvant to actions promoting self-care. The serious game was effective when used by teenagers undergoing hemodialysis.


 Citation

Please cite as:

Santana CCDAP, Naghettini AV, Freitas ATVDS, Barreto GO, de Avelar IS, Mazaro-Costa R, Bueno GN, Ribeiro DC, Silva GD

SERIOUS GAME IN SMARTPHONE FOR ADOLESCENTS IN HEMODIALYSIS: DEVELOPMENT AND EVALUATION.

JMIR Serious Games. 11/08/2020:17979 (forthcoming/in press)

DOI: 10.2196/17979

URL: https://preprints.jmir.org/preprint/17979

PMID: 32924950

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.