Evidence map›Paper›PMID 32924950›Full record

ArticleJMIR serious games2020

Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation.

Cristina Célia De Almeida Pereira Santana, Ana Tereza Vaz De Souza Freitas, Gilson Oliveira Barreto, Igor Sousa De Avelar, Renata Mazaro-Costa, Gina Nolêto Bueno, Diuly Caroline Ribeiro, Gabriela Damasceno Silva, Alessandra Vitorino Naghettini

Abstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Simulation-based learning in nephrology.Clinical kidney journal · 2024
    Review
  4. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Cristina Célia De Almeida Pereira Santana *Hospital das Clínicas, Postgraduate Program Teaching in Health, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-2030-2191
Ana Tereza Vaz De Souza Freitas *Faculty of Nutrition, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-6785-3433
Gilson Oliveira Barreto *Laboratory of Information Technology, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-3886-4184
Igor Sousa De Avelar *Laboratory of Information Technology, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-4510-2428
Renata Mazaro-Costa *Institute of Biological Sciences, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-0198-2910
Gina Nolêto Bueno *Departament of Psychology, Pontifical Catholic University of Goiás, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-0287-3986
Diuly Caroline Ribeiro *Faculty of Medicine, Postgraduate Program Teaching in Health, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-4332-0907
Gabriela Damasceno Silva *Faculty of Medicine, Postgraduate Program Teaching in Health, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0002-1698-9197
Alessandra Vitorino Naghettini *Faculty of Medicine, Postgraduate Program Teaching in Health, Goias Federal University, Goiânia, Brazil.ORCID https://orcid.org/0000-0003-2329-6222

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundAdolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment.

objectiveThe objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents undergoing hemodialysis.

methodsWe describe the technological production followed by a qualitative analysis. We invited 8 adolescents undergoing hemodialysis in the city Goiânia, located in the midwest of Brazil, to participate. The final convenience sample included 7 (87.5% of the target population) adolescents. The process was conducted in 3 phases: creation of a serious game, evaluation of its use, and observation of its motivating effect on behavioral modification with a focus on acquiring the necessary competence for self-care.

resultsAn app (Bim) in the modality of a serious game was developed to be used during hemodialysis; the player was encouraged to take care of a character with daily actions during his or her treatment. The game was made available to adolescents aged 10-14 years. Mobile devices were offered during the hemodialysis treatment for a period of 30-40 minutes, 3 times a week for 60 days. The usage definitions of the game were freely chosen by the participants. The qualitative evaluation of the use of the Bim app showed that it encompasses scenarios and activities that enable the exercise of daily actions for the treatment of patients. The behavioral evaluation showed that the Bim app worked as a motivating stimulus for behavioral adherence to hemodialysis requirements.

conclusionsThe easy-to-access app interface showed good operability for its users. The description of the character and proposed activities contributed to motivation and ability to cope with hemodialysis care.

Indexed as

adolescenthemodialysisoperabilityserious game

Identifiers

PMID32924950
PMCPMC7522727

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.