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O envelhecimento populacional é um fenómeno global que tem vindo a assumir proporções cada vez mais significativas, com implicações diretas na saúde, bem-estar e integração social dos seniores. Em particular, a solidão e o isolamento social entre os adultos com mais de 65 anos revelam-se fatores de risco relevantes para o desenvolvimento de sintomas de depressão e ansiedade, frequentemente agravados por limitações físicas e cognitivas e por uma diminuição da participação em atividades sociais.
Deste modo, torna-se fundamental a promoção do envelhecimento ativo, de forma a assegurar a manutenção de uma vida participativa e funcional, contribuindo para a mitigação dos impactos associados a estilos de vida sedentários nesta faixa etária.
É neste contexto que a integração de aplicações gamificadas assumem um papel determinante enquanto ferramentas para a promoção da saúde, do bem-estar e da inclusão social, através da implementação de elementos de gamificação que estimulam a motivação e o envolvimento do utilizador.
Tendo por base os dados da investigação realizada em conjunto com os participantes e da revisão da literatura, procedeu-se ao desenvolvimento do protótipo da aplicação “Susie” enquadrando-se como uma aplicação móvel gamificada para a saúde, cujo objetivo principal visa reforçar a motivação para a prática de atividades de autocuidado, mobilidade e organização quotidiana, através de estratégias promotoras da motivação intrínseca.
A análise e triangulação dos dados obtidos no decorrer do projeto permitiu a sua validação e identificação de modificações efetuadas, comprovando a potencialidade de utilização da motivação intrínseca quando aplicada no contexto da investigação. O projeto Susie representa uma solução digital para o envelhecimento ativo, com aplicabilidade a nível institucional num futuro próximo.
Population ageing is a global phenomenon that has increasingly assumed significant proportions, with direct implications for the health, well-being, and social integration of older adults. In particular, loneliness and social isolation among individuals aged 65 and over constitute relevant risk factors for the development of depressive and anxiety symptoms, often exacerbated by physical and cognitive limitations as well as by a reduced participation in social activities. Consequently, the promotion of active ageing becomes essential in order to ensure the maintenance of a participatory and functional lifestyle, thereby contributing to the mitigation of the negative impacts associated with sedentary behaviours within this age group. Within this context, the integration of gamified applications plays a fundamental role as a tool for promoting health, well-being, and social inclusion, through the implementation of gamification elements that stimulate user motivation and engagement. Based on data collected through research conducted with participants and on the review of the relevant literature, the prototype of the application “Susie” was developed as a gamified application. Its primary objective is to enhance motivation for the practice of self-care activities, mobility, and daily organisation, through strategies designed to foster intrinsic motivation. The analysis and triangulation of data obtained during the project enabled its validation and the identification of modifications made, demonstrating the potential of leveraging intrinsic motivation within the research context. The project Susie represents a digital solution for active aging, with potential for institutional-level application in the near future.
Population ageing is a global phenomenon that has increasingly assumed significant proportions, with direct implications for the health, well-being, and social integration of older adults. In particular, loneliness and social isolation among individuals aged 65 and over constitute relevant risk factors for the development of depressive and anxiety symptoms, often exacerbated by physical and cognitive limitations as well as by a reduced participation in social activities. Consequently, the promotion of active ageing becomes essential in order to ensure the maintenance of a participatory and functional lifestyle, thereby contributing to the mitigation of the negative impacts associated with sedentary behaviours within this age group. Within this context, the integration of gamified applications plays a fundamental role as a tool for promoting health, well-being, and social inclusion, through the implementation of gamification elements that stimulate user motivation and engagement. Based on data collected through research conducted with participants and on the review of the relevant literature, the prototype of the application “Susie” was developed as a gamified application. Its primary objective is to enhance motivation for the practice of self-care activities, mobility, and daily organisation, through strategies designed to foster intrinsic motivation. The analysis and triangulation of data obtained during the project enabled its validation and the identification of modifications made, demonstrating the potential of leveraging intrinsic motivation within the research context. The project Susie represents a digital solution for active aging, with potential for institutional-level application in the near future.
Descrição
Trabalho de projeto
Palavras-chave
Aplicação móvel Envelhecimento ativo Motivação intrínseca Gamificação Active aging Intrinsic motivation Gamification Mobile app
