Servicios Personalizados
Revista
Articulo
Compartir
Revista da FAEEBA: Educação e Contemporaneidade
versión impresa ISSN 0104-7043
Resumen
VELOSO, Ana Isabel; COSTA, Liliana y RIBEIRO, Tânia. Digital games in health promotion: challenges and trends. Revista da FAEEBA: Educação e Contemporaneidade [online]. 2016, vol.25, n.46, pp.159-186. ISSN 0104-7043. https://doi.org/10.2015/01047043v25n462016159.
The contemporary society has seen a growing trend towards two phenomena that have brought many challenges highlighted in this paper. One is the ageing of the population in today's society with current changes in economic, politics and social aspects. The other is one of the major health problems that has been mainly observed in people aged over 55 - Stroke. Digital platforms, particularly digital games, can encourage active ageing, enhance autonomy and contribute to the rehabilitation of older adults. Therefore, the games presented in this paper - JUMP and PhysioFun - aim to improve, assist and rehabilitate this target group. The game JUMP was designed in participatory design with a group of participants of a Portuguese University of Third Age. This game aims to encourage learning for active ageing and healthy lifestyle habits and eventually influence the player to change their behaviours to healthier ones. The game PhysioFun was designed with health professionals and aims to be complement physical therapy in terms of rehabilitation of stroke victims. Furthermore, this paper presents recommendations for designing games for older adults and stroke victims
Palabras clave : Digital Games; Older Adults; Active Ageing; Rehabilitation; AVC.