Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação

Detalhes bibliográficos
Autor(a) principal: Frederico Guilherme Canotilho Seixas Machado Oliveira
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/135705
Resumo: Diabetes is one of the most common diseases in the world, with a growing trend in children and adolescents in several countries. Its management imposes complex self-control processes, particularly during adolescence. The inefficiency of traditional means of disseminating information on diabetes means that more efficient alternatives must be sought among young people. The use of serious games in health is an example of how to encourage adherence to treatment regimes and promote training in the tasks to be performed, contributing to the increase of their health literacy and thus also to the improvement of the person's quality of life. This work aims to develop a serious game for adolescents and young adults to increase knowledge about type 1 diabetes through gamification. Four objectives were aimed at a) Map the existing works in the field of serious games for diabetes; b) Identify the main flaws in the methodologies applied in the creation of these games; c) Develop a serious game MVP that can be effective in adolescents with T1D; d) Understand how to increase health literacy through the creation of a serious game. To this end, a bibliographic review of serious games about diabetes was conducted to understand the existing works in this area. This was followed by analysing participatory methodologies in game design. Based on this analysis a serious game called "Glik '' was developed, an endless runner that makes the player pick up carbohydrates and insulin to keep their blood glucose in range to prevent hypoglycaemia and hyperglycaemia. To test the game, a focus group of 15 people aged between 19 and 27 years old was chosen. They carried out a questionnaire to assess their knowledge about diabetes before testing the game. After testing, a SUS questionnaire was carried out, along with a repetition of the first questionnaire to check if there was a knowledge increase in the person while validating the usability of the game. The results of the SUS evaluate "Glik" with an average of 91.3 points, showing the effectiveness of the system and the importance of this type of game. Thus, we can assume that creating a serious game can contribute to the improvement of the person's quality of life, to the information spread about type 1 diabetes, and to the increase of the user's health literacy.
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spelling Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificaçãoOutras ciências da engenharia e tecnologiasOther engineering and technologiesDiabetes is one of the most common diseases in the world, with a growing trend in children and adolescents in several countries. Its management imposes complex self-control processes, particularly during adolescence. The inefficiency of traditional means of disseminating information on diabetes means that more efficient alternatives must be sought among young people. The use of serious games in health is an example of how to encourage adherence to treatment regimes and promote training in the tasks to be performed, contributing to the increase of their health literacy and thus also to the improvement of the person's quality of life. This work aims to develop a serious game for adolescents and young adults to increase knowledge about type 1 diabetes through gamification. Four objectives were aimed at a) Map the existing works in the field of serious games for diabetes; b) Identify the main flaws in the methodologies applied in the creation of these games; c) Develop a serious game MVP that can be effective in adolescents with T1D; d) Understand how to increase health literacy through the creation of a serious game. To this end, a bibliographic review of serious games about diabetes was conducted to understand the existing works in this area. This was followed by analysing participatory methodologies in game design. Based on this analysis a serious game called "Glik '' was developed, an endless runner that makes the player pick up carbohydrates and insulin to keep their blood glucose in range to prevent hypoglycaemia and hyperglycaemia. To test the game, a focus group of 15 people aged between 19 and 27 years old was chosen. They carried out a questionnaire to assess their knowledge about diabetes before testing the game. After testing, a SUS questionnaire was carried out, along with a repetition of the first questionnaire to check if there was a knowledge increase in the person while validating the usability of the game. The results of the SUS evaluate "Glik" with an average of 91.3 points, showing the effectiveness of the system and the importance of this type of game. Thus, we can assume that creating a serious game can contribute to the improvement of the person's quality of life, to the information spread about type 1 diabetes, and to the increase of the user's health literacy.2021-07-142021-07-14T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/135705TID:202820106porFrederico Guilherme Canotilho Seixas Machado Oliveirainfo: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:RCAAP2023-11-29T14:04:14Zoai:repositorio-aberto.up.pt:10216/135705Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:53:57.631960Repositório 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 Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
title Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
spellingShingle Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
Frederico Guilherme Canotilho Seixas Machado Oliveira
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
title_full Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
title_fullStr Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
title_full_unstemmed Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
title_sort Jogos sérios na diabetes tipo 1: Aumentar o conhecimento de adolescentes e jovens adultos através de ludificação
author Frederico Guilherme Canotilho Seixas Machado Oliveira
author_facet Frederico Guilherme Canotilho Seixas Machado Oliveira
author_role author
dc.contributor.author.fl_str_mv Frederico Guilherme Canotilho Seixas Machado Oliveira
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description Diabetes is one of the most common diseases in the world, with a growing trend in children and adolescents in several countries. Its management imposes complex self-control processes, particularly during adolescence. The inefficiency of traditional means of disseminating information on diabetes means that more efficient alternatives must be sought among young people. The use of serious games in health is an example of how to encourage adherence to treatment regimes and promote training in the tasks to be performed, contributing to the increase of their health literacy and thus also to the improvement of the person's quality of life. This work aims to develop a serious game for adolescents and young adults to increase knowledge about type 1 diabetes through gamification. Four objectives were aimed at a) Map the existing works in the field of serious games for diabetes; b) Identify the main flaws in the methodologies applied in the creation of these games; c) Develop a serious game MVP that can be effective in adolescents with T1D; d) Understand how to increase health literacy through the creation of a serious game. To this end, a bibliographic review of serious games about diabetes was conducted to understand the existing works in this area. This was followed by analysing participatory methodologies in game design. Based on this analysis a serious game called "Glik '' was developed, an endless runner that makes the player pick up carbohydrates and insulin to keep their blood glucose in range to prevent hypoglycaemia and hyperglycaemia. To test the game, a focus group of 15 people aged between 19 and 27 years old was chosen. They carried out a questionnaire to assess their knowledge about diabetes before testing the game. After testing, a SUS questionnaire was carried out, along with a repetition of the first questionnaire to check if there was a knowledge increase in the person while validating the usability of the game. The results of the SUS evaluate "Glik" with an average of 91.3 points, showing the effectiveness of the system and the importance of this type of game. Thus, we can assume that creating a serious game can contribute to the improvement of the person's quality of life, to the information spread about type 1 diabetes, and to the increase of the user's health literacy.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-14
2021-07-14T00:00:00Z
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