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Understanding ATP formation is essential for learning metabolism and is central to grasping metabolic processes as a whole. However, due to the high level of abstraction, the number of intermediate substrates, the connections, and integrated regulation, its comprehension often poses a challenge. This and the fact that traditional teaching methods struggle when dealing with highly abstract concepts, game-based strategies present a more concrete and dynamic alternative, which led to the creation of E!Canasta (card game). Developed based on Canasta and adapted in order to improve the learning of concepts, including some of pathway's regulation and integration, E!Canasta motivates students and promotes engagement in a fun activity. Students assemble a sequence of cards representing the glycolysis, acetyl-CoA, Krebs cycle, and electron transport chain, which correspond to the card suits. Strategically, some of the cards hold special feats that simulate some aspects of metabolic regulation and integration (to give or take away points). At the end of the game, points are added up for sequences and cards with positive or negative effects. The game was played with two classes of students enrolled in biochemistry as part of their graduations (86 players). Student perception on gameplay, motivation and understanding was measured through an anonymous Likert scale questionnaire, with very positive results in all questions. Statistically significant correlations were observed regarding the perceived comprehension of pathways and their regulation, and in linking motivation with a positive gaming experience, showcasing that E!Canasta demonstrates considerable educational potential, along with an enjoyable experience for learning ATP synthesis.
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The teaching of physiology plays a crucial role in the education of health care professionals. However, traditional approaches to physiology classes in undergraduate health courses in Brazil often result in passive student participation. Research has shown that active methodologies are more effective in the learning process. In this study, we introduce the game "Who Am I?-Cellular Signal Transduction Edition" as an educational tool. This game follows a popular format with well-known rules and aims to enhance understanding of basic concepts related to hormones, cell signaling, and the functioning of the endocrine system. Our findings demonstrate that the game improves student knowledge and fosters enthusiasm and active engagement among participants. Additionally, student feedback has indicated a high level of appreciation for the game. By incorporating active learning strategies and a gamified approach, "Who Am I?-Cellular Signal Transduction Edition" provides a practical and enjoyable way of teaching physiology. This innovative educational tool has the potential to revolutionize physiology instruction. Demonstrating significant improvement in students' understanding, the game underscores its efficacy in enhancing knowledge acquisition and comprehension of cellular signaling and endocrine physiology topics.NEW & NOTEWORTHY We developed "Who Am I?-Cellular Signal Transduction Edition" to assist students in comprehending concepts of cellular signal transduction. This simple and cost-effective tool is perfect for educational settings with limited resources, and it encourages active learning for both small and large groups. Pre- and posttests have shown that it effectively enhances knowledge of hormonal actions and cellular signaling. Positive feedback from students emphasizes its value in reinforcing understanding and improving classroom engagement, making it a promising educational tool.
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Fisiologia , Aprendizagem Baseada em Problemas , Humanos , Aprendizagem Baseada em Problemas/métodos , Fisiologia/educação , Masculino , Feminino , Transdução de Sinais , Brasil , Adulto Jovem , Educação de Graduação em Medicina/métodos , Avaliação Educacional/métodosRESUMO
Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is the application of game-based systems. These systems are not only used for entertainment, but also as tools for learning and promoting positive feelings. They are a means to overcome loneliness and isolation, as well as to improve health and provide support in daily life. However, it is important to note that, while these experiences are gradually being introduced to the older adult population, they are often designed with a younger audience in mind who are assumed to be more technologically proficient. This supposition can make older adults initially feel intimidated when interacting with this type of technology, which limits their ability to fully utilize and enjoy these technological solutions. Therefore, the purpose of this article is to apply a game experience and fun evaluation process oriented toward the older adult population based on the playability theory of human-computer interaction in virtual reality game experiences. This is expected to offer highly rewarding and pleasurable experiences, which will improve engagement with the older population and promote active and healthy aging.
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Jogos de Vídeo , Humanos , Idoso , Qualidade de Vida , Realidade Virtual , Interface Usuário-ComputadorRESUMO
Brucellosis is a worldwide zoonotic disease caused by Brucella spp. and transmitted from domestic and wild animals to humans. Brucellosis causes important economic losses in livestock, has a significant impact on public health, and may affect the health of wildlife. Hunting and consumption of meat from culled wildlife constitute a risk for Brucella spp. infection in humans and hunting dogs. In El Palmar National Park (EPNP), Argentina, the invasive alien mammals wild boar (Sus scrofa) and axis deer (Axis axis) are controlled, slaughtered in situ, and consumed by hunters, with meat trimmings and offal often fed to dogs. In this study, we evaluated but did not detect anti-Brucella antibodies in wild boar (n=95) and axis deer (n=238) from EPNP or in game consumers, dogs (n=39) and humans (n=61). These results suggest a lack of exposure to Brucella spp. at this site during the study period. Despite negative findings in the sampled location, One Health surveillance across multiple species contributes to our understanding of pathogen dynamics and enables targeted interventions to minimize health risks.
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Brucella , Brucelose , Cervos , Sus scrofa , Animais , Argentina/epidemiologia , Cervos/microbiologia , Brucelose/veterinária , Brucelose/epidemiologia , Cães , Humanos , Brucella/imunologia , Estudos Soroepidemiológicos , Espécies Introduzidas , Parques Recreativos , Anticorpos Antibacterianos/sangue , Doenças do Cão/epidemiologia , Doenças do Cão/microbiologia , Doenças dos Suínos/epidemiologia , Doenças dos Suínos/microbiologia , Animais Selvagens , Suínos , FemininoRESUMO
BACKGROUND: Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players' thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices. OBJECTIVE: This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game's outcomes. METHODS: A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily's impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game's effect outcomes. RESULTS: The experimental group significantly improved their knowledge (t24=4.26; P<.001), attitude (z24=2.98; P=.003), self-efficacy (t24=2.6; P=.02), and intention to initiate home gardens (z24=4.15; P<.001). The experimental group showed similar effectiveness in knowledge transfer (t24=-1.71; P=.09) and a more significant impact on attitude (z24=2.73; P=.006), self-efficacy (t24=2.21; P=.03), and intention to start a home garden (t24=-5.33; P<.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (r23=0.72; P<.001) and self-efficacy (r23=0.67; P<.001), yet no discernible association was observed among user enjoyment, knowledge (r23=0.26; P=.20), and intention (r23=0.06; P=.77). CONCLUSIONS: Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized controlled trial with more diverse samples and extended follow-up periods will be conducted to establish the long-term efficacy of Farmily and gain a deeper understanding of the influence of enjoyment on game outcomes.
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Objective: Several health games have been developed for pediatric patients in recent years but few for children with atopic dermatitis (AD). As this chronic disease requires changes in daily habits, this study aimed to develop and validate the content of a board health game for children with AD. Material and Methods: This is a content development and validation study of DermatrilhaTM, a board health game about AD. The instrument aims to promote interactions between children with AD and health care providers and offers the exchange of experiences, feelings, and knowledge about the disease in a playful way. The five stages of development of the board game were (a) planning, (b) development, (c) preparation of content validation questionnaires, (d) evaluation by a committee of experts, and (e) pretest with the target audience. Results: The expert committee group consisted of 20 professionals: 5 physicians specialized in pediatric dermatology, 5 psychologists specialized in health psychology, 5 designers with experience in illustration, and 5 early childhood educators. The target audience consisted of 25 children aged 7-12 years with AD. The evaluation of the expert committee found 0.95 in the general content validity index and 0.92 in the target audience, thus exceeding 0.80 in all items. Conclusion: The board health game Dermatrilha has proven to be a psychoeducational tool for the therapeutic education of children with AD, enabling the exchange of experiences, feelings, and knowledge about the disease among peers and health care providers.
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Cuniculus paca, commonly known as the paca, is a rodent of the Cuniculidae family that is widely distributed throughout the Americas, including all Brazilian territories, and is abundant in the Amazon region. It is one of the most hunted species and faces significant predation in the extreme western Amazon region of Brazil because it constitutes a staple in the diet of local communities, for subsistence and commercial purposes. Understanding the helminthic fauna of these animals is of paramount importance, given that some nematodes have zoonotic potential and may pose risks to consumer health. This study aimed to contribute to the records of the nemtodes of this highly consumed species in the Amazon region, highlighting the occurrence of gastrointestinal parasites in free-living pacas intended for human subsistence consumption. The study was conducted in the Paranã da Floresta community, located in the municipality of Guajará, Amazonas from 2022 to 2023. The community members hunted this rodent for consumption and voluntarily provided the viscera for analysis. Nematodes were extracted from each organ. The organs were opened, and the contents were processed using a sieve (0.15 mm) and subsequently evaluated separately. In total, 10,157 nematodes were found in the 14 pacas. Based on morphological analyses, the nematodes were identified as Heligmostrongylus sedecimradiatus (n = 10,068), Trichuris sp. (n = 85), and Physaloptera sp. (n = 4). This study provides insights into the nematodes diversity of free-living pacas in the extreme Western Amazon region, emphasizing the importance of sanitary surveillance and public awareness of the risks associated with bushmeat consumption.
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Nematoides , Infecções por Nematoides , Animais , Brasil/epidemiologia , Nematoides/isolamento & purificação , Nematoides/classificação , Infecções por Nematoides/veterinária , Infecções por Nematoides/parasitologia , Infecções por Nematoides/epidemiologia , Cuniculidae/parasitologia , Masculino , Feminino , Doenças dos Roedores/parasitologia , Doenças dos Roedores/epidemiologia , HumanosRESUMO
Resumen Objetivo: Comprender la relación entre el uso de videojuegos según su nivel de violencia y la disposición empática en la adolescencia. Método: Enfoque cuantitativo de diseño no experimental, de corte transversal y de alcance descriptivo-correlacional. La recolección de datos se llevó a cabo a través de un cuestionario ad hoc que exploró los factores que componen al uso de videojuegos (α=0,951), y la escala Índice de Reactividad Interpersonal que evaluó las cuatro dimensiones de empatía (α=0,745). La muestra quedó conformada por n=400 adolescentes de 12 a 18 años de edad, 55,2 % hombres y 44,8 % mujeres. Se utilizó un muestro probabilístico aleatorio simple. Resultados: La prueba H de Kruskal-Wallis determinó que el uso de videojuegos excesivamente violentos es un factor que genera diferencias estadísticamente (+18; p-valor= 0,001) en una dimensión de la empatía (Malestar Personal, MP), siendo mayor en quienes actualmente juegan estos juegos. Discusiones: MP es un constructo que, en altos niveles, marca una tendencia a evitar a las personas que están pasando por situaciones adversas, relacionándose negativamente con el comportamiento prosocial y el altruismo. En la investigación, los adolescentes que más juegan videojuegos +18 son quienes presentan una menor disposición empática, lo cual es congruente con otras investigaciones, donde se encontró que el uso de videojuegos violentos (UVV) redujo los niveles de empatía en niños y adolescentes, prediciendo una mayor frecuencia de conductas violentas. Así mismo, estudios regionales sugieren que el UVV aumenta los niveles de ira y agresividad, a la par que reduce la empatía.
Abstract Objective: To understand the relationship between the use of video games according to their level of violence and empathic disposition in adolescence. Method: Quantitative approach of non-experimental design, cross-sectional and descriptive-correlational scope. Data collection was carried out through an ad hoc questionnaire that explored the factors that make up the use of video games (α=0,951), and the Interpersonal Reactivity Index scale that evaluated the four dimensions of empathy (α=0,745). The sample consisted of n=400 adolescents aged 12 to 18 years, 55,2 % male and 44,8 % female. A simple random probability sample was used. Results: The Kruskal-Wallis H-test determined that the use of excessively violent video games is a factor that generates statistically significant differences (+18; p-value = 0,001) in one dimension of empathy (Personal Malaise, PM), being higher in those who currently play these games. Discussion: PM is a construct that, at high levels, marks a tendency to avoid people who are going through adverse situations, being negatively related to prosocial behavior and altruism. In the research, adolescents who play more video games +18 are those who present a lower empathic disposition, which is congruent with other research, where it was found that the use of violent video games (VVG) reduced the levels of empathy in children and adolescents, predicting a higher frequency of violent behaviors. Likewise, regional studies suggest that VVG increases levels of anger and aggression, while reducing empathy.
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Introduction: The Male Warrior Hypothesis (MWH) proposes that sex-specific selective pressures have promoted male cooperation with the ingroup members to outcompete rival groups. However, intergroup conflicts do not occur in isolation and the outcomes of previous competitions may influence group cooperativeness. Since this phenomenon is not well understood, we aimed to shed light on the effect of previous competition outcome on later cooperative behavior under intergroup conflicts. Based on the MWH, we hypothesized that repeated contests between groups could enhance ingroup cooperation, regardless of the outcome of the previous contest because status is at risk, but when competition is not present, participants would move to the symmetric equilibria. Methods: To test this hypothesis, we recruited 246 individuals organized in groups of 6 and measured cooperation using a threshold public good game over two rounds, manipulating the outcome in the first round to create groups of winners and losers. Results: Our results show that intergroup conflict scenarios promoted cooperation in both victory and defeat conditions, whereas, in the control scenario only losers increased their cooperation. Discussion: We argue that winners under the presence of an external threat may enhance in-group cooperation in order to assure their status; whereas, losers may be attempting to regain it.
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BACKGROUND: Restoring hand functionality is critical for fostering independence in individuals with neurological disorders. Various therapeutic approaches have emerged to address motor function restoration, with music-based therapies demonstrating notable advantages in enhancing neuroplasticity, an integral component of neurorehabilitation. Despite the positive effects observed, there remains a gap in the literature regarding implementing music treatments in neurorehabilitation, such as Neurologic Music Therapy (NMT), especially in conjunction with emerging fields like wearable devices and game-based therapies. METHODS: A literature search was conducted in various databases, including PubMed, Scopus, IEEE Xplore, and ACM Digital Library. The search was performed using a literature search methodology based on keywords. Information collected from the studies pertained to the approach used in music therapy, the design of the video games, and the types of wearable devices utilized. RESULTS: A total of 158 articles were found, including 39 from PubMed, 34 from IEEE Xplore, 48 from Scopus, 37 from ACM Digital Library, and 35 from other sources. Duplicate entries, of which there were 41, were eliminated. In the first screening phase, 152 papers were screened for title and abstract. Subsequently, 89 articles were removed if they contained at least one exclusion criterion. Sixteen studies were considered after 63 papers had their full texts verified. CONCLUSIONS: The convergence of NMT with emerging fields, such as gamification and wearable devices designed for hand functionality, not only expands therapeutic horizons but also lays the groundwork for innovative, personalized approaches to neurorehabilitation. However, challenges persist in effectively incorporating NMT into rehabilitation programs, potentially hindering its effectiveness.
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Mãos , Musicoterapia , Reabilitação Neurológica , Jogos de Vídeo , Dispositivos Eletrônicos Vestíveis , Humanos , Reabilitação Neurológica/instrumentação , Reabilitação Neurológica/métodos , Musicoterapia/instrumentação , Musicoterapia/métodos , Mãos/fisiologiaRESUMO
This article presents a study on the implementation of a virtual escape-room game as a novel teaching methodology in biochemistry education. The game aimed to engage students in producing monoclonal antibodies against SARS-CoV-2 while reinforcing theoretical concepts and fostering teamwork. Three versions of the game were tested, incorporating modifications to address student feedback on and improve the overall experience. The study employed a satisfaction survey to gather insights from students regarding their perception of the game. Results showed that the implementation of answer flexibility using RegEx had a significant positive impact on student satisfaction and motivation. The introduction of RegEx allowed for a more realistic and immersive gaming experience, as students could provide varied answers while still being evaluated correctly. Overall, the findings highlight the effectiveness of the game's design, the suitability of the Google Forms platform for distance learning, and the importance of incorporating answer flexibility through RegEx. These results provide valuable guidance for educators seeking to enhance student engagement and satisfaction through the use of escape-room games in biochemistry education.
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Educação a Distância , SARS-CoV-2 , Estudantes , Jogos de Vídeo , Humanos , Estudantes/psicologia , COVID-19/epidemiologia , Bioquímica/educação , Anticorpos Monoclonais , Ensino , Realidade VirtualRESUMO
BACKGROUND: The prevalence of overweight and obesity in schoolchildren is increasing in Peru. Given the increased use of digital media, there is potential to develop effective digital health interventions to promote healthy eating practices at schools. This study investigates the needs of schoolchildren in relation to healthy eating and the potential role of digital media to inform the design of game-based nutritional interventions. OBJECTIVE: This study aims to explore schoolchildren's knowledge about healthy eating and use of and preferences for digital media to inform the future development of a serious game to promote healthy eating. METHODS: A survey was conducted in 17 schools in metropolitan Lima, Peru. The information was collected virtually with specific questions for the schoolchild and their caregiver during October 2021 and November 2021 and following the COVID-19 public health restrictions. Questions on nutritional knowledge and preferences for and use of digital media were included. In the descriptive analysis, the percentages of the variables of interest were calculated. RESULTS: We received 3937 validated responses from caregivers and schoolchildren. The schoolchildren were aged between 8 years and 15 years (2030/3937, 55.8% girls). Of the caregivers, 83% (3267/3937) were mothers, and 56.5% (2223/3937) had a secondary education. Only 5.2% (203/3937) of schoolchildren's homes did not have internet access; such access was through WiFi (2151/3937, 54.6%) and mobile internet (1314/3937, 33.4%). In addition, 95.3% (3753/3937) of schoolchildren's homes had a mobile phone; 31.3% (1233/3937) had computers. In relation to children's knowledge on healthy eating, 42.2% (1663/3937) of schoolchildren did not know the recommendation to consume at least 5 servings of fruits and vegetables daily, 46.7% (1837/3937) of schoolchildren did not identify front-of-package warning labels (FOPWLs), and 63.9% (2514/3937) did not relate the presence of an FOPWL with dietary risk. Most schoolchildren (3100/3937, 78.7%) preferred to use a mobile phone. Only 38.3% (1509/3937) indicated they preferred a computer. In addition, 47.9% (1885/3937) of caregivers considered that the internet helps in the education of schoolchildren, 82.7% (3254/3937) of caregivers gave permission for schoolchildren to play games with digital devices, and 38% (1495/3937) of caregivers considered that traditional digital games for children are inadequate. CONCLUSIONS: The results suggest that knowledge about nutrition in Peruvian schoolchildren has limitations. Most schoolchildren have access to the internet, with mobile phones being the device type with the greatest availability and preference for use. Caregivers' perspectives on games and schoolchildren, including a greater interest in using digital games, provide opportunities for the design and development of serious games to improve schoolchildren's nutritional knowledge in Peru. Future research is needed to explore the potential of serious games that are tailored to the needs and preferences of both schoolchildren and their caregivers in Peru in order to promote healthy eating.
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El fútbol es un deporte de oposición, cooperación, donde se interrelacionan las estructuras y las funciones específicas que lo rigen, de carácter eminentemente táctico y de ahí la necesidad que tienen los jugadores de relacionarse para organizarse colectivamente con eficacia en las situaciones ofensivas, defensivas, y las transiciones de ambas acciones, las cuales van a surgir el resto de capacidades técnicas, físicas, de teóricas y psicológicas según las necesidades de la idea de juego. Esta investigación, enmarcada en el proceso de preparación táctica de la selección provincial de fútbol de mayores de Pinar del Río, tuvo objetivo determinar el estado en que se encuentra la preparación táctica de los jugadores según el modelo de juego planificado para enfrentar el torneo nacional y definir la metodología de entrenamiento sustentada en los sistemas modernos de preparación fundamentado en el componente táctico como dimensión rectora en el proceso. Con la utilización de métodos teóricos, empíricos, y de nivel estadístico, se guía todo el proceso de la investigación a través de observaciones a entrenamientos, entrevistas y mediciones del comportamiento táctico en partidos oficiales, con lo cual se pudo corroborar en los resultados alcanzados una serie de insuficiencias y limitaciones tácticas en las dimensiones e indicadores valorados que denota que problemas en la preparación para la competencia.
O futebol é um esporte de oposição, cooperação, onde as estruturas e funções específicas que o regem estão inter-relacionadas, de natureza eminentemente tática e daí a necessidade de os jogadores se relacionarem entre si para se organizarem coletivamente de forma eficaz em situações ofensivas e defensivas, e as transições de ambas as ações, que darão origem ao resto das capacidades técnicas, físicas, teóricas e psicológicas de acordo com as necessidades da ideia de jogo. Esta pesquisa, enquadrada no processo de preparação tática da equipe de futebol sênior provincial de Pinar del Río, teve como objetivo determinar o estado da preparação tática dos jogadores de acordo com o modelo de jogo planejado para enfrentar o torneio nacional e definir a metodologia de treinamento com base nos modernos sistemas de preparação baseados no componente tático como uma dimensão orientadora no processo. Com a utilização de métodos teóricos, empíricos e estatísticos, todo o processo da pesquisa foi orientado por meio de observações em sessões de treinamento, entrevistas e medições do comportamento tático em jogos oficiais, com os quais foi possível corroborar nos resultados alcançados uma série de insuficiências e limitações táticas nas dimensões e indicadores avaliados que denotam problemas na preparação para a competição.
Soccer is a sport of opposition and cooperation, where the specific structures and functions that govern it are interrelated, of an eminently tactical nature and hence the need for players to relate to organize themselves collectively effectively in offensive, defensive, and the transitions of both actions, from which the rest of the technical, physical, theoretical and psychological capacities will emerge according to the needs of the game idea. This research, framed in the tactical preparation process of the provincial senior soccer team of Pinar del Río, had the objective of determining the state of the tactical preparation of the players according to the game model planned to face the national tournament and define the training methodology supported by modern preparation systems based on the tactical component as a guiding dimension in the process. With the use of theoretical, empirical, and statistical methods, the entire research process is guided through observations of training, interviews, and measurements of tactical behavior in official matches, with which it was possible to corroborate in the results achieved a series of insufficiencies and tactical limitations in the valued dimensions and indicators that denote problems in preparation for the competition.
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Purpose: The objective of this research was to develop a musical digital game for rehabilitation of upper limb and to verify its usability and user experience with professionals in the field (physical therapists). Materials and Methods: Thirty working professionals were recruited to evaluate the system. The usability was evaluated with the System Usability Scale (SUS) and the user experience was verified with the Game Flow scale. Results: The overall score of the SUS scale was 88.67 (±9.129); this score is interpreted as "Best Imaginable" (86-100). The user experience rating had most of its domains equal or higher than 4, which indicates that all the requirements for a good user experience were present in the game. Conclusions: The Moniz Game proved to be a game with good usability and can be a tool for application in clinical practice regarding motor coordination. However, further studies are needed to evaluate the effect of the Moniz Game on motor coordination in patients with neurological dysfunctions.
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Música , Jogos de Vídeo , Humanos , Jogos de Vídeo/psicologia , Jogos de Vídeo/normas , Jogos de Vídeo/estatística & dados numéricos , Adulto , Feminino , Masculino , Música/psicologia , Interface Usuário-Computador , Extremidade Superior/fisiologia , Pessoa de Meia-Idade , Destreza Motora/fisiologiaRESUMO
The Ultimatum Game is a simplistic representation of bargaining processes occurring in social networks. In the standard version of this game, the first player, called the proposer, makes an offer on how to split a certain amount of money. If the second player, called the responder, accepts the offer, the money is divided according to the proposal; if the responder declines the offer, both players receive no money. In this article, an agent-based model is employed to evaluate the performance of five distinct strategies of playing a modified version of this game. A strategy corresponds to instructions on how a player must act as the proposer and as the responder. Here, the strategies are inspired by the following basic emotions: anger, fear, joy, sadness, and surprise. Thus, in the game, each interacting agent is a player endowed with one of these five basic emotions. In the modified version explored in this article, the spatial dimension is taken into account and the survival of the players depends on successful negotiations. Numerical simulations are performed in order to determine which basic emotion dominates the population in terms of prevalence and accumulated money. Information entropy is also computed to assess the time evolution of population diversity and money distribution. From the obtained results, a conjecture on the emergence of the sense of fairness is formulated.
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PURPOSE: to assess the effects of supervised and unsupervised gamified exercise programs on physical activity level, sedentary behavior and quality of life in patients with non-communicable chronic diseases. MATERIALS AND METHODS: Six database were searched. Methodological quality of included studies, the quality of reporting interventions and the quality of the applications were assessed using the PEDro, TIDieR and MARS, respectively. RESULTS: Nine studies were included (n = 974; 60.2 ± 5.7 years). Three of them enrolled individuals with cancer, one with stroke, one with multiple sclerosis, one with COPD, two with Diabetes Mellitus, and one with knee and hip osteoarthritis. Gamification was performed via a smartphone application in three studies (MARS = 13.4 ± 9.75pts, ranging from 10.9 to 16.9pts). The intervention was supervised in six studies. The PEDro and TIDIeR scores were 5.5 ± 1.3 (ranging 0-8pts) and 16.11 ± 3.14 (ranging 10-20pts), respectively. Supervised gamified interventions increased the level of physical activity compared to usual supervised exercises. Quality of life was similar between groups. Unsupervised interventions were similar for all outcomes evaluated. CONCLUSIONS: Supervised gamified exercise programs seem to increase the level of physical activity compared to usual exercises in patients with chronic diseases. However, studies with better methodological qualities and subgroup analyzes are needed.
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Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. Methods: The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). Results: The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. Conclusion: The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.
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Paralisia Cerebral , Jogos de Vídeo , Realidade Virtual , Humanos , Paralisia Cerebral/reabilitação , Paralisia Cerebral/psicologia , Jogos de Vídeo/psicologia , Jogos de Vídeo/normas , Masculino , Feminino , Criança , Pessoal de Saúde/psicologia , Pessoal de Saúde/estatística & dados numéricos , Percepção , Interface Usuário-ComputadorRESUMO
Objective: To create and evaluate a digital educational game (DEG) for preschool children for the prevention of iron deficiency and iron deficiency anemia. Methodology: The DEG software was developed by a multidisciplinary team, according to Chandler's methodology, in Engine Unity. The game is a 2D platformer, for Android, with three different phases. A quiz was developed for parents/caregivers about iron absorption and anemia. The quiz content was evaluated by experts. The evaluation of the game was carried out through a questionnaire applied in the school for children from 4 to 6 years of age. Results: For the construction of the game, programming, team planning, art, and soundtrack were necessary. The game was registered at the National Institute of Industrial Property. The quiz was evaluated by 14 experts and all questions had more than 80% agreement. The questionnaire was answered by 32 children with a mean age of 5.0 ± 0.7 years, and â¼70% evaluated the game positively. Thus, the acceptability of the software was favored by most players. Conclusion: The "O Jardim do Ferro" software, from its conception to evaluation, proved to be a promising tool to contribute to food and nutrition education actions, providing opportunities for the construction of knowledge about iron-rich foods for the prevention of iron deficiency and iron deficiency anemia in childhood.