The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10316/101197 https://doi.org/10.1590/fm.2021.34202 |
Resumo: | Introduction: Asthma is a chronic disease of the lower airways characterized by usually reversible airflow obstruction, inflammation, and hyperreactivity to various types of stimuli. It is one of the most common chronic respiratory diseases among children and adults, with an incidence of 300 million people worldwide. Objective: To evaluate the quality of the existent evidence in the literature in order to support the use of videogames and software-based programson asthmatic children and teenager’s knowledge capacity and self-management compared with standard education. Methods: Search, selection and analysis (starting March 2016) of all the original articles on virtual reality (VR) concerning asthmatic children and adolescents (ages 3 to 18), published up to October 2017, in Portuguese, English and Spanish, at the electronic databases Pubmed, Web of Science, MedlLine and LILACS, obtained by using the descriptors: asthma, video game, virtual reality, pulmonary rehabilitation, physical training. Results: Only six original articles were obtained. Of these, five (80%) presented level of evidence A, and one (20%) presented level of evidence B. All authors point out the treatment of asthma from VR as a safe and innovative therapy considering that the motivation and intensity of treatment from the use of VR improves the selfmanagement capacity and aerobic capacity of asthmatic patients. Conclusion: The present study seeks to contribute to the literature by demonstrating that videogames and other software-based systemscan be used to improve knowledge capacity and self-management skills in children and teenagers with asthma diagnosis. |
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The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagersA eficácia do uso de videogames e programas baseados em software na educação e autogestão em asma para crianças e adolescentesAsthmaChildrenPulmonary rehabilitationSystematic reviewVideogameAsmaCriançasReabilitação pulmonarRevisão sistemáticaVideogameIntroduction: Asthma is a chronic disease of the lower airways characterized by usually reversible airflow obstruction, inflammation, and hyperreactivity to various types of stimuli. It is one of the most common chronic respiratory diseases among children and adults, with an incidence of 300 million people worldwide. Objective: To evaluate the quality of the existent evidence in the literature in order to support the use of videogames and software-based programson asthmatic children and teenager’s knowledge capacity and self-management compared with standard education. Methods: Search, selection and analysis (starting March 2016) of all the original articles on virtual reality (VR) concerning asthmatic children and adolescents (ages 3 to 18), published up to October 2017, in Portuguese, English and Spanish, at the electronic databases Pubmed, Web of Science, MedlLine and LILACS, obtained by using the descriptors: asthma, video game, virtual reality, pulmonary rehabilitation, physical training. Results: Only six original articles were obtained. Of these, five (80%) presented level of evidence A, and one (20%) presented level of evidence B. All authors point out the treatment of asthma from VR as a safe and innovative therapy considering that the motivation and intensity of treatment from the use of VR improves the selfmanagement capacity and aerobic capacity of asthmatic patients. Conclusion: The present study seeks to contribute to the literature by demonstrating that videogames and other software-based systemscan be used to improve knowledge capacity and self-management skills in children and teenagers with asthma diagnosis.A asma é uma doença crônica das vias aéreas inferiores, caracterizada por obstrução ao fluxo aéreo geralmente reversível, inflamação e hiper-reatividade a vários tipos de estímulos. É uma das doenças respiratórias crônicas mais comuns entre crianças e adultos, com incidência de 300 milhões de pessoas em todo o mundo. Objetivo: Avaliar a qualidade das evidências existentes na literatura a fim de apoiar o uso de videogames e programas baseados em software na capacidade de conhecimento e autogestão de crianças e adolescentes asmáticos em comparação com a educação padrão. Métodos: Pesquisa, seleção e análise (a partir de março de 2016) de todos os artigos originais sobre realidade virtual (RV) utlizada com crianças e adolescentes asmáticos (idades de 3 a 18), publicados até outubro de 2017, em português, inglês e espanhol, nas bases de dados eletrônicas Pubmed, Web of Science, MedlLine e LILACS, obtidas por meio dos descritores: asma, videogame, realidade virtual, reabilitação pulmonar, treinamento físico. Resultados: Apenas seis artigos originais foram obtidos. Destes, cinco (80%) apresentaram nível de evidência A e um (20%) apresentou nível de evidência B. Todos os autores apontam o tratamento da asma por RV como uma terapia segura e inovadora, considerando que a motivação e intensidade do tratamento com o uso da RV melhora a capacidade de autogerenciamento e capacidade aeróbia do paciente asmático. Conclusão: O presente estudo busca contribuir com a literatura ao demonstrar que videogames e outros sistemas baseados em software podem ser utilizados para melhorar a capacidade de conhecimento e autogerenciamento de crianças e adolescentes com diagnóstico de asma.2021info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/10316/101197http://hdl.handle.net/10316/101197https://doi.org/10.1590/fm.2021.34202eng1980-5918Inchauspe, Ramiro MarquesMaróstica, Paulo José CauduroBarreto, Sergio Saldanha MennaSilva, Matteo Marques daRabaioli, Caroline Talhiettiinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-08-16T20:49:39Zoai:estudogeral.uc.pt:10316/101197Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T21:18:26.618495Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers A eficácia do uso de videogames e programas baseados em software na educação e autogestão em asma para crianças e adolescentes |
title |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers |
spellingShingle |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers Inchauspe, Ramiro Marques Asthma Children Pulmonary rehabilitation Systematic review Videogame Asma Crianças Reabilitação pulmonar Revisão sistemática Videogame |
title_short |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers |
title_full |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers |
title_fullStr |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers |
title_full_unstemmed |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers |
title_sort |
The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers |
author |
Inchauspe, Ramiro Marques |
author_facet |
Inchauspe, Ramiro Marques Maróstica, Paulo José Cauduro Barreto, Sergio Saldanha Menna Silva, Matteo Marques da Rabaioli, Caroline Talhietti |
author_role |
author |
author2 |
Maróstica, Paulo José Cauduro Barreto, Sergio Saldanha Menna Silva, Matteo Marques da Rabaioli, Caroline Talhietti |
author2_role |
author author author author |
dc.contributor.author.fl_str_mv |
Inchauspe, Ramiro Marques Maróstica, Paulo José Cauduro Barreto, Sergio Saldanha Menna Silva, Matteo Marques da Rabaioli, Caroline Talhietti |
dc.subject.por.fl_str_mv |
Asthma Children Pulmonary rehabilitation Systematic review Videogame Asma Crianças Reabilitação pulmonar Revisão sistemática Videogame |
topic |
Asthma Children Pulmonary rehabilitation Systematic review Videogame Asma Crianças Reabilitação pulmonar Revisão sistemática Videogame |
description |
Introduction: Asthma is a chronic disease of the lower airways characterized by usually reversible airflow obstruction, inflammation, and hyperreactivity to various types of stimuli. It is one of the most common chronic respiratory diseases among children and adults, with an incidence of 300 million people worldwide. Objective: To evaluate the quality of the existent evidence in the literature in order to support the use of videogames and software-based programson asthmatic children and teenager’s knowledge capacity and self-management compared with standard education. Methods: Search, selection and analysis (starting March 2016) of all the original articles on virtual reality (VR) concerning asthmatic children and adolescents (ages 3 to 18), published up to October 2017, in Portuguese, English and Spanish, at the electronic databases Pubmed, Web of Science, MedlLine and LILACS, obtained by using the descriptors: asthma, video game, virtual reality, pulmonary rehabilitation, physical training. Results: Only six original articles were obtained. Of these, five (80%) presented level of evidence A, and one (20%) presented level of evidence B. All authors point out the treatment of asthma from VR as a safe and innovative therapy considering that the motivation and intensity of treatment from the use of VR improves the selfmanagement capacity and aerobic capacity of asthmatic patients. Conclusion: The present study seeks to contribute to the literature by demonstrating that videogames and other software-based systemscan be used to improve knowledge capacity and self-management skills in children and teenagers with asthma diagnosis. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10316/101197 http://hdl.handle.net/10316/101197 https://doi.org/10.1590/fm.2021.34202 |
url |
http://hdl.handle.net/10316/101197 https://doi.org/10.1590/fm.2021.34202 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
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1980-5918 |
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info:eu-repo/semantics/openAccess |
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openAccess |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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