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Advisor(s)
Abstract(s)
Research indicates that video games can provide mental stimulation and stress relief,
which may contribute to the well-being of gamers. With the continued growth of the
video game industry and its demographic, attempts to evoke similar feelings of enjoyment
in non-game environments have been proposed, gradually defining the concept of
’gamification’. Over the last two decades, gamification has shown positive effects on user
engagement and participation in tasks across several fields of research, such as education
and workplace productivity. In the area of healthcare, specifically in subjects of physical
therapy and rehabilitation exercise, the implementation of game design choices and social
features is evident in mobile applications and smart devices, however, despite the outlined
benefits, the adoption of these strategies by the elderly population faces methodological
difficulties that bar its progress. Research highlights a lack of process standardization,
the employment of inefficient game concepts, and improper design choices for the referred
demographic. In this thesis, the complications associated with the employment
of gamification strategies in senior healthcare are explored and discussed, leading up to
the proposal of a methodological approach to improving the success of such strategies,
through the conception and development of a data mining project applied to a real clinical
scenario. The use of this approach has been shown to effectively improve the quality of
gamification and aid in making better business decisions based on the underlying data.
Moreover, five distinct data models and processes were developed, acting on improving
the platform with feedback collection, automated game suggestions and logical patient
profiling based on physical factors.
Description
Keywords
Gamificação Cuidados de saúde sénior Gestão de dados Engenharia informática Saúde sénior