Abstract
Objective
To construct serious educational games for adolescents with type 1 diabetes mellitus.
Methods
Methodological research, based on patient-centered design, conducted in three steps: literature review and subjects’ involvement; design and production of the prototype; usability assessment.
Results
The production of serious games was based on scientific literature and suggestions of adolescents. The educational content was presented by the Didi character, about habits of daily living: waking up, personal hygiene, monitoring of capillary glycemia, and insulin administration. In this sequence, the player observes therapeutic actions, including healthy food choices. In the usability assessment, the adolescents considered the requirements of gameplay, content, and design to be satisfying.
Conclusion
The usability test resulted in positive validation, and the suggestions contributed to improvement of the quality of the functions and interactions, favoring the achievement of the goals of the game. Thus, the technology has properties to improve the care of adolescents with type 1 diabetes mellitus.
Pediatric nursing; Diabetes mellitus, type 1; Video games; Adolescent; Health education