The effectiveness of the use of video games and software-based programs for asthma education and self-management for children and teenagers

Detalhes bibliográficos
Autor(a) principal: Inchauspe, Ramiro Marques
Data de Publicação: 2021
Outros Autores: Maróstica, Paulo José Cauduro, Barreto, Sergio Saldanha Menna, Silva, Matteo Marques da, Rabaioli, Caroline Talhietti
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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spelling 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
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dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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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
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