| Grant number: | 19/00891-9 |
| Support Opportunities: | Regular Research Grants |
| Start date: | July 01, 2019 |
| End date: | December 31, 2021 |
| Field of knowledge: | Health Sciences - Nursing - Psychiatric Nursing |
| Principal Investigator: | Adriana Inocenti Miasso |
| Grantee: | Adriana Inocenti Miasso |
| Host Institution: | Escola de Enfermagem de Ribeirão Preto (EERP). Universidade de São Paulo (USP). Ribeirão Preto , SP, Brazil |
| City of the host institution: | Ribeirão Preto |
| Associated researchers: | Cristiane von Werne Baes ; Jaime Eduardo Cecilio Hallak ; Kathleen Mary Hegadoren ; Kelly Graziani Giacchero Vedana ; Luciana Mara Monti Fonseca ; Paulo Celso Prado Telles Filho |
Abstract
The present study aims to develop and evaluate a digital serious game technology to help people diagnosed with bipolar disorder (BD) in recognizing symptoms and using medications safely. For the serious game development, the User-Centered Design methodological model will be used, with the following steps: (1) definition of the topic and motivational factors of the project; (2) analysis of needs with users, using generating topics; (3) selection of solutions; (4) formulation of objectives; (5) evaluation of the questions; (6) development and prototyping, and (7) usability assessment with computer and mental health specialists. It will use as a theoretical reference the Participative Design, which has as one of the fundamental principles to know that the individuals who deal with a certain activity and / or problem are the best connoisseurs of the process. From this perspective, people with BD, therapists, family members and computer professionals will participate as stakeholders in the serious game design and development process. The proposal has scientific merit, originality and relevance for the scientific, technological and innovation development, besides being socially relevant because it addresses a relevant and preventable problem. The project will result in important scientific and technological production to the promotion of symptoms recognize and safety in medication therapy in people with BD. The technology will be applicable in clinical practice, is attractive, easy to use, low cost and high sustainability. It is believed that the serious game has the potential to modify essential but challenging factors in assisting the person with BD in medication treatment. (AU)
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