Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas

Detalhes bibliográficos
Ano de defesa: 2025
Autor(a) principal: Diniz, Jamylle Lucas
Orientador(a): Coutinho, Janaína Fonseca Victor
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso embargado
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Área do conhecimento CNPq:
Link de acesso: http://repositorio.ufc.br/handle/riufc/80851
Resumo: Objective: Develop a virtual reality (VR) serious game-type gerontechnology to prevent falls. Method: A Design Science Research study conducted from January 2023 to February 2025, following these stages: problem identification and awareness; literature review; identification of artifacts and configuration of problem classes; proposition, design, development, and evaluation of the artifact; articulation of learnings; conclusions; generalization and communication of results. The research problem addressed was the occurrence of falls among older adults in the home environment. A scoping review (SR) was conducted on the characteristics and purposes of VR devices targeted at this population. After the SR, the development of the game began, following the principles of User-Centered Design, including three discussion sessions with 10 participants from a senior community center in Fortaleza, Ceará. These sessions explored furniture and objects for composing in-home game scenarios (bedroom and bathroom). Recommendations from the book Casa Segura were also used, along with elements from an interactive model and a board game, both developed by the Teaching, Research and Extension Group on Aging and Elderly Health. The game was developed using Unity 3D, Google Cardboard SDK, and the Google Cardboard headset. Usability and player experience were evaluated using the Model for the Evaluation of Educational Games, through analysis of Agreement Index (AI), Cronbach9s Alpha, Spearman9s correlation, and Wilcoxon test. The study was approved by the Research Ethics Committee of the Federal University of Ceará under opinion no. 5.359.760. Results: The SR mapped 20 studies, most focused on nonimmersive devices aimed at improving and/or rehabilitating declining functions. The developed game, named PrevineQuedas (FallPrevention), has an educational purpose. It features two scenarios with risk objects and two with preventive objects. The game requires an Android smartphone, Google Cardboard VR headset, the corresponding app, and a swivel chair. Players choose a scenario and have up to two minutes to identify objects, interacting through head and eye movements (up-down, left-right), offering an immersive experience. As objects are identified, their colors change: in risk scenarios, they turn red (danger); in prevention scenarios, green (safety and good practices). The game can be used by healthcare professionals with technological familiarity, knowledge of fall prevention, and communication skills with older adults. The evaluation indicated a usability AI of 91.42% and a user experience AI of 100%, Cronbach9s Alpha of 0.813, and Wilcoxon test with p = 0.001. Correlation analysis among the items showed statistically significant relationships, reinforcing the consistency of the evaluation instrument. Conclusion: The results indicated a positive evaluation and high acceptance of the game as a suitable tool for preventing falls among older adults.
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spelling Diniz, Jamylle LucasPillon, Carolina BravoCoutinho, Janaína Fonseca Victor2025-05-14T13:34:43Z2025-05-14T13:34:43Z2025DINIZ, Jamylle Lucas. Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas. 2025. Tese (Doutorado em Enfermagem) - Faculdade de Farmácia, Odontologia e Enfermagem, Universidade Federal do Ceará, Fortaleza, 2025. Disponível em: http://www.repositorio.ufc.br/handle/riufc/ 80851. Acesso em: 14 maio 2025.http://repositorio.ufc.br/handle/riufc/80851Objective: Develop a virtual reality (VR) serious game-type gerontechnology to prevent falls. Method: A Design Science Research study conducted from January 2023 to February 2025, following these stages: problem identification and awareness; literature review; identification of artifacts and configuration of problem classes; proposition, design, development, and evaluation of the artifact; articulation of learnings; conclusions; generalization and communication of results. The research problem addressed was the occurrence of falls among older adults in the home environment. A scoping review (SR) was conducted on the characteristics and purposes of VR devices targeted at this population. After the SR, the development of the game began, following the principles of User-Centered Design, including three discussion sessions with 10 participants from a senior community center in Fortaleza, Ceará. These sessions explored furniture and objects for composing in-home game scenarios (bedroom and bathroom). Recommendations from the book Casa Segura were also used, along with elements from an interactive model and a board game, both developed by the Teaching, Research and Extension Group on Aging and Elderly Health. The game was developed using Unity 3D, Google Cardboard SDK, and the Google Cardboard headset. Usability and player experience were evaluated using the Model for the Evaluation of Educational Games, through analysis of Agreement Index (AI), Cronbach9s Alpha, Spearman9s correlation, and Wilcoxon test. The study was approved by the Research Ethics Committee of the Federal University of Ceará under opinion no. 5.359.760. Results: The SR mapped 20 studies, most focused on nonimmersive devices aimed at improving and/or rehabilitating declining functions. The developed game, named PrevineQuedas (FallPrevention), has an educational purpose. It features two scenarios with risk objects and two with preventive objects. The game requires an Android smartphone, Google Cardboard VR headset, the corresponding app, and a swivel chair. Players choose a scenario and have up to two minutes to identify objects, interacting through head and eye movements (up-down, left-right), offering an immersive experience. As objects are identified, their colors change: in risk scenarios, they turn red (danger); in prevention scenarios, green (safety and good practices). The game can be used by healthcare professionals with technological familiarity, knowledge of fall prevention, and communication skills with older adults. The evaluation indicated a usability AI of 91.42% and a user experience AI of 100%, Cronbach9s Alpha of 0.813, and Wilcoxon test with p = 0.001. Correlation analysis among the items showed statistically significant relationships, reinforcing the consistency of the evaluation instrument. Conclusion: The results indicated a positive evaluation and high acceptance of the game as a suitable tool for preventing falls among older adults.Objetivo: Desenvolver uma gerontecnologia do tipo jogo sério de realidade virtual (RV) para prevenção de quedas. Método: Estudo do tipo Design Science Research, realizado de janeiro de 2023 a fevereiro de 2025, com as seguintes etapas: identificação e conscientização do problema; revisão da literatura; identificação dos artefatos e configuração das classes de problemas; proposição, projeto, desenvolvimento e avaliação do artefato; explicitação das aprendizagens; conclusões; generalização e comunicação dos resultados. O problema de pesquisa foi a ocorrência de quedas em idosos no domicílio. Realizou-se uma revisão de escopo (RE) sobre características e finalidades de dispositivos de RV voltados para esse público. Após a RE, iniciou-se o desenvolvimento do jogo, seguindo os princípios do Design Centrado no Usuário, com três rodas de conversa envolvendo 10 participantes de um centro de convivência para idosos em Fortaleza, Ceará. Nessas sessões, discutiram-se mobiliários e objetos para a composição dos cenários do jogo no domicílio (quarto e banheiro). Também foram utilizadas recomendações do livro Casa Segura e incorporados elementos de uma maquete interativa e de um jogo de tabuleiro, ambos produtos de pesquisas do Grupo de Ensino, Pesquisa e Extensão em Envelhecimento e Saúde do Idoso. O jogo foi desenvolvido com Unity 3D, SDK do Google Cardboard e o próprio Google Cardboard. A usabilidade e a experiência do jogador foram avaliadas por meio do Model for the Evaluation of Educational Games, com análise do Índice de Concordância (IC), Alfa de Cronbach, correlação de Spearman e teste de Wilcoxon. O estudo foi aprovado pelo Comitê de Ética em Pesquisa da Universidade Federal do Ceará com parecer nº 5.359.760. Resultados: A RE mapeou 20 estudos, a maioria sobre dispositivos não imersivos voltados à melhoria e/ou reabilitação de funções em declínio. O jogo desenvolvido, denominado PrevineQuedas, tem caráter educativo. Apresenta dois cenários com objetos de risco e dois com objetos de prevenção. Para jogar, utiliza-se um smartphone Android, óculos de RV Google Cardboard, aplicativo correspondente e uma cadeira giratória. O jogador escolhe um cenário e tem até dois minutos para identificar os objetos, interagindo por movimentos da cabeça e dos olhos (cima-baixo, esquerda-direita), o que proporciona uma experiência imersiva. À medida que os objetos são identificados, suas cores mudam: nos cenários de risco, destacamse em vermelho (perigo); nos de prevenção, em verde (segurança e boas práticas). O jogo pode ser aplicado por profissionais de saúde com familiaridade tecnológica, conhecimento sobre prevenção de quedas e habilidade de comunicação com idosos. A avaliação indicou IC de usabilidade de 91,42% e de experiência de 100%, Alfa de Cronbach de 0,813 e teste de Wilcoxon com p = 0,001. A análise de correlação entre os itens mostrou relações estatisticamente significativas, reforçando a coerência do instrumento de avaliação. Conclusão: Os resultados indicaram avaliação positiva e alta aceitação do jogo como ferramenta adequada para a prevenção de quedas entre pessoas idosas.Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosasinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisIdosoAcidentes por QuedasRealidade VirtualAgedVirtual RealityAccidental FallsCNPQ::CIENCIAS DA SAUDE::ENFERMAGEMinfo:eu-repo/semantics/embargoedAccessporreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFChttps://orcid.org/0000-0002-5697-8599http://lattes.cnpq.br/6916301044279068https://orcid.org/0000-0001-7451-0132http://lattes.cnpq.br/3930054312289342https://orcid.org/0000-0003-0186-2545http://lattes.cnpq.br/28327624724844852027-05-06ORIGINAL2025_tese_jldiniz.pdf2025_tese_jldiniz.pdfapplication/pdf981036http://repositorio.ufc.br/bitstream/riufc/80851/1/2025_tese_jldiniz.pdf8028ff7bfb7d2b547ab05d721d5092f6MD51LICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/80851/3/license.txt8a4605be74aa9ea9d79846c1fba20a33MD53riufc/808512025-05-14 10:35:14.721oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2025-05-14T13:35:14Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.pt_BR.fl_str_mv Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
title Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
spellingShingle Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
Diniz, Jamylle Lucas
CNPQ::CIENCIAS DA SAUDE::ENFERMAGEM
Idoso
Acidentes por Quedas
Realidade Virtual
Aged
Virtual Reality
Accidental Falls
title_short Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
title_full Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
title_fullStr Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
title_full_unstemmed Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
title_sort Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas
author Diniz, Jamylle Lucas
author_facet Diniz, Jamylle Lucas
author_role author
dc.contributor.co-advisor.none.fl_str_mv Pillon, Carolina Bravo
dc.contributor.author.fl_str_mv Diniz, Jamylle Lucas
dc.contributor.advisor1.fl_str_mv Coutinho, Janaína Fonseca Victor
contributor_str_mv Coutinho, Janaína Fonseca Victor
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS DA SAUDE::ENFERMAGEM
topic CNPQ::CIENCIAS DA SAUDE::ENFERMAGEM
Idoso
Acidentes por Quedas
Realidade Virtual
Aged
Virtual Reality
Accidental Falls
dc.subject.ptbr.pt_BR.fl_str_mv Idoso
Acidentes por Quedas
Realidade Virtual
dc.subject.en.pt_BR.fl_str_mv Aged
Virtual Reality
Accidental Falls
description Objective: Develop a virtual reality (VR) serious game-type gerontechnology to prevent falls. Method: A Design Science Research study conducted from January 2023 to February 2025, following these stages: problem identification and awareness; literature review; identification of artifacts and configuration of problem classes; proposition, design, development, and evaluation of the artifact; articulation of learnings; conclusions; generalization and communication of results. The research problem addressed was the occurrence of falls among older adults in the home environment. A scoping review (SR) was conducted on the characteristics and purposes of VR devices targeted at this population. After the SR, the development of the game began, following the principles of User-Centered Design, including three discussion sessions with 10 participants from a senior community center in Fortaleza, Ceará. These sessions explored furniture and objects for composing in-home game scenarios (bedroom and bathroom). Recommendations from the book Casa Segura were also used, along with elements from an interactive model and a board game, both developed by the Teaching, Research and Extension Group on Aging and Elderly Health. The game was developed using Unity 3D, Google Cardboard SDK, and the Google Cardboard headset. Usability and player experience were evaluated using the Model for the Evaluation of Educational Games, through analysis of Agreement Index (AI), Cronbach9s Alpha, Spearman9s correlation, and Wilcoxon test. The study was approved by the Research Ethics Committee of the Federal University of Ceará under opinion no. 5.359.760. Results: The SR mapped 20 studies, most focused on nonimmersive devices aimed at improving and/or rehabilitating declining functions. The developed game, named PrevineQuedas (FallPrevention), has an educational purpose. It features two scenarios with risk objects and two with preventive objects. The game requires an Android smartphone, Google Cardboard VR headset, the corresponding app, and a swivel chair. Players choose a scenario and have up to two minutes to identify objects, interacting through head and eye movements (up-down, left-right), offering an immersive experience. As objects are identified, their colors change: in risk scenarios, they turn red (danger); in prevention scenarios, green (safety and good practices). The game can be used by healthcare professionals with technological familiarity, knowledge of fall prevention, and communication skills with older adults. The evaluation indicated a usability AI of 91.42% and a user experience AI of 100%, Cronbach9s Alpha of 0.813, and Wilcoxon test with p = 0.001. Correlation analysis among the items showed statistically significant relationships, reinforcing the consistency of the evaluation instrument. Conclusion: The results indicated a positive evaluation and high acceptance of the game as a suitable tool for preventing falls among older adults.
publishDate 2025
dc.date.accessioned.fl_str_mv 2025-05-14T13:34:43Z
dc.date.available.fl_str_mv 2025-05-14T13:34:43Z
dc.date.issued.fl_str_mv 2025
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dc.identifier.citation.fl_str_mv DINIZ, Jamylle Lucas. Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas. 2025. Tese (Doutorado em Enfermagem) - Faculdade de Farmácia, Odontologia e Enfermagem, Universidade Federal do Ceará, Fortaleza, 2025. Disponível em: http://www.repositorio.ufc.br/handle/riufc/ 80851. Acesso em: 14 maio 2025.
dc.identifier.uri.fl_str_mv http://repositorio.ufc.br/handle/riufc/80851
identifier_str_mv DINIZ, Jamylle Lucas. Gerontecnologia do tipo jogo sério de realidade virtual para prevenção de quedas em pessoas idosas. 2025. Tese (Doutorado em Enfermagem) - Faculdade de Farmácia, Odontologia e Enfermagem, Universidade Federal do Ceará, Fortaleza, 2025. Disponível em: http://www.repositorio.ufc.br/handle/riufc/ 80851. Acesso em: 14 maio 2025.
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