Development and Validation of a Game for Older Adults on Lifestyles and Frailty

被引:0
作者
Faria, Ana da Conceicao Alves [1 ,2 ,3 ]
Martins, Maria Manuela [1 ,3 ]
Laredo-Aguilera, Jose Alberto [4 ,5 ]
Ventura-Silva, Joao Miguel Almeida [3 ,6 ]
Ribeiro, Olga Maria Pimenta Lopes [3 ,7 ]
机构
[1] Univ Porto, Abel Salazar Biomed Sci Inst, P-4050313 Porto, Portugal
[2] Medio Ave Local Hlth Unit, P-4760412 Vila Nova De Famalicao, Portugal
[3] CINTESIS RISE, P-4200450 Porto, Portugal
[4] Univ Castilla La Mancha, Fac Fisioterapia & Enfermeria, Campus Fabr Armas,Av Carlos III 21, Toledo 45071, Spain
[5] Univ Castilla La Mancha, Multidisciplinary Res Grp Care IMCU, Toledo 45005, Spain
[6] Northern Hlth Sch Portuguese Red Cross, P-3720126 Oliveira De Azemeis, Portugal
[7] Nursing Sch Porto ESEP, P-4200072 Porto, Portugal
关键词
healthy aging; lifestyle; frailty; gamification; rehabilitation; nursing; PERCEIVED USABILITY; BOARD GAMES; HEALTH;
D O I
10.3390/nursrep14030184
中图分类号
R47 [护理学];
学科分类号
1011 ;
摘要
Background: Games are a promising strategy for rehabilitating older adults. The effect of games on promoting healthy lifestyles and preventing frailty remains uncertain. This article aims to describe the process of development and validation of the game "Bem-me-quer para a sa & uacute;de"(R) to promote the acquisition of healthy lifestyles and prevent frailty in over 65-year-olds. Methods: This study comprised three distinct phases, spanning from December 2023 to June 2024. The first phase comprised a thorough review of the scientific literature on the frailty and lifestyles of older adults, a second phase of game design, and a third phase of content and semantic validation conducted by specialized nurses and older adults. Results: After revising literature, this study utilized an e-Delphi with a panel of 14 specialist nurses who underwent two rounds of evaluation. The "Bem-me-quer para a sa & uacute;de"(R) game includes a puzzle board with 54 pieces and 30 educational cards. In the final phase, we evaluated the game on a cohort of 50 older adults, highlighting its reflective, interactive, and educational aspects. Conclusions: The game presented sufficient evidence of content validity and relevance to clinical practice. We should conduct additional research to evaluate its impact on lifestyle modification and frailty prevention.
引用
收藏
页码:2499 / 2512
页数:14
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