Heritage
Marques, Carolina de Oliveira
2017
Nintendo® Wii? Para os Idosos, Sim! Contributos para uma Melhor Inclusão e Qualidade de Vida dos Idosos
Type
article
Creator
Publisher
Identifier
Sousa, I., Ribeiro, I, Gil, H. & Correia, D. (2022). Nintendo® WII? For the Elderly, Yes! : Contributions to a Better Inclusion and Quality of Life for the Elderly. 17th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1-5, doi: 10.23919/CISTI54924.2022.9820451. IEEE Xplore Library (ISI).
10.23919/CISTI54924.2022.9820451
Title
Nintendo® Wii? Para os Idosos, Sim! Contributos para uma Melhor Inclusão e Qualidade de Vida dos Idosos
Nintendo® WII? For the Elderly, Yes! Contributions to a Better Inclusion and Quality of Life for the Elderly
Nintendo® WII? For the Elderly, Yes! Contributions to a Better Inclusion and Quality of Life for the Elderly
Subject
Nintendo Wii
idosos
Videojogos
Inclusão
Qualidade de vida
Elderly
Videogames
Inclusion
Quality of life
idosos
Videojogos
Inclusão
Qualidade de vida
Elderly
Videogames
Inclusion
Quality of life
Date
2022-07-21T12:47:19Z
2022-07-21T12:47:19Z
2022
2022-07-21T12:47:19Z
2022
Description
Os videojogos estão direcionados a um público mais jovem, no entanto, com a realização deste estudo pretendemos demonstrar que os mesmos podem ser potencializados também com os idosos. O principal objetivo foi o de investigar se a Nintendo® Wii, possui caraterísticas que permitam promover e melhorar a inclusão e qualidade vida dos idosos. Em termos metodológicos, optou-se por se um estudo exploratório, porque os constrangimentos de confinamento associados à pandemia não permitiram a participação de um grupo maior, no qual foi aplicado o método de observação participante. A recolha de dados foi realizada no Centro de Atividades de um município do distrito de Castelo Branco, com a participação de três utentes. Após as atividades realizadas verifica-se que os videojogos contribuem para a inclusão e qualidade de vida dos idosos, pelo facto de se sentir um ambiente colaborativo entre os participantes, pelo ambiente descontraído e de entreajuda e pelos sorrisos e gargalhadas que se ouviram. O facto de dominarem um recurso tecnológico também foi enfatizado porque lhes conferiu um sentimento de inclusão num mundo tecnológico ao qual, na maioria dos casos, se sentem à margem. Em suma, a utilização da Nintendo® Wii permitiu verificar que pode promover e contribuir para uma vida mais saudável e inclusiva dos idosos.
Video games are aimed at a younger audience, however, with this study we intend to demonstrate that they can also be leveraged with the elderly. The main objective was to investigate whether the Nintendo® Wii has characteristics that allow promoting and improving the inclusion and quality of life of the elderly. In methodological terms, an exploratory study was chosen, because the confinement constraints associated with the pandemic did not allow the participation of a larger group, in which the participant observation method was applied. Data collection was carried out at the Activities Center of a municipality in the district of Castelo Branco, with the participation of three users. After the activities carried out, it appears that video games contribute to the inclusion and quality of life of the elderly, due to the fact that a collaborative environment is felt among the participants, the relaxed and mutual environment and the smiles and laughter that were heard. The fact that they mastered a technological resource was also emphasized because it gave them a feeling of inclusion in a technological world to which, in most cases, they feel on the sidelines. In short, the use of the Nintendo® Wii made it possible to verify that it can promote and contribute to a healthier and more inclusive life for the elderly.
info:eu-repo/semantics/publishedVersion
Video games are aimed at a younger audience, however, with this study we intend to demonstrate that they can also be leveraged with the elderly. The main objective was to investigate whether the Nintendo® Wii has characteristics that allow promoting and improving the inclusion and quality of life of the elderly. In methodological terms, an exploratory study was chosen, because the confinement constraints associated with the pandemic did not allow the participation of a larger group, in which the participant observation method was applied. Data collection was carried out at the Activities Center of a municipality in the district of Castelo Branco, with the participation of three users. After the activities carried out, it appears that video games contribute to the inclusion and quality of life of the elderly, due to the fact that a collaborative environment is felt among the participants, the relaxed and mutual environment and the smiles and laughter that were heard. The fact that they mastered a technological resource was also emphasized because it gave them a feeling of inclusion in a technological world to which, in most cases, they feel on the sidelines. In short, the use of the Nintendo® Wii made it possible to verify that it can promote and contribute to a healthier and more inclusive life for the elderly.
info:eu-repo/semantics/publishedVersion
Access restrictions
openAccess
http://creativecommons.org/licenses/by-nc/4.0/
http://creativecommons.org/licenses/by-nc/4.0/
Language
por
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