Avaliação do desempenho físico e da usabilidade de um jogo de realidade virtual em idosos acolhidos: estudo longitudinal
Tipo
TCC
Data de publicação
2023-12-11
Periódico
Citações (Scopus)
Autores
Bernini, Heloysa Campanella
Orientador
Fernandes, Susi Mary de Souza
Título da Revista
ISSN da Revista
Título de Volume
Membros da banca
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Resumo
OBJETIVO: Analisar o desempenho físico e a usabilidade na utilização de jogo de realidade virtual em pessoas idosas em situação de vulnerabilidade social. MÉTODO: Trata-se de um estudo descritivo longitudinal, com pessoas idosas residentes em um Centro de Acolhimento Especial de Idosos no centro de São Paulo. Como medida de avaliação pré e pós-intervenção responderam a Escala Sarc-Calf, Teste de Preensão Palmar (FPP) e o Short Physical Performance Battery (SPPB). O protocolo consistiu em 5 sessões, com 3 partidas, com duração de 5 minutos cada, na posição em pé, anotando as pontuações e fases do Jogo Basquete. Ao final da 1 sessão foi aplicado o questionário de Usabilidade - System Usability Scale (SUS). RESULTADOS: Participaram desse estudo 08 idosos, com idade média de 60,0 (±15,8) anos. Ao analisar o efeito do jogo de realidade virtual no desempenho físico foram observadas diferenças estatisticamente significantes para diminuição nos valores de Sarc-Calf (p=0,042) e aumento nos valores do SPPB (p= 0,020), já na variável FPP não foram encontradas diferenças significantes. No desempenho no jogo houve aumento estatisticamente significante entre a 1º e 5ª sessão na primeira (p=0,01), na segunda partida (p=0,012) e na terceira partida (p=0,012). Na usabilidade o jogo demonstrou eficácia, eficiência e satisfação dos usuários tendo em vista que a maioria dos escores alcançaram valores acima de 85. CONCLUSÃO: A aplicação de jogo de basquete de realidade virtual melhorou o desempenho funcional de pessoas idosas acolhidas e apresentou excelente usabilidade.
Objective: This study aimed to analyze the physical performance and usability of a virtual reality basketball game in elderly individuals facing social vulnerability. Method: A longitudinal descriptive study was conducted with elderly residents of a Special Elderly Care Center in downtown São Paulo. The participants underwent pre- and post-intervention assessments, including the Sarc-Calf Scale, Palmar Grip Test (PGT), and Short Physical Performance Battery (SPPB). The protocol involved five sessions, each consisting of three 5- minute standing sessions of playing the Basketball Game, with scores and game phases recorded. The System Usability Scale (SUS) questionnaire was administered after the first session. Results: Eight elderly participants, with a mean age of 60.0 (±15.8) years, were included. The analysis of the virtual reality game's effect on physical performance revealed statistically significant differences, with a decrease in Sarc-Calf values (p=0.042) and an increase in SPPB values (p=0.020), while no significant differences were observed in the PGT variable. Regarding game performance, statistically significant improvements were noted between the 1st and 5th sessions in the first (p=0.01), second (p=0.012), and third (p=0.012) matches. Usability assessment indicated the game's effectiveness, efficiency, and user satisfaction, as most scores exceeded 85. Conclusion: The application of a virtual reality basketball game improved the functional performance of elderly individuals in care and demonstrated excellent usability.
Objective: This study aimed to analyze the physical performance and usability of a virtual reality basketball game in elderly individuals facing social vulnerability. Method: A longitudinal descriptive study was conducted with elderly residents of a Special Elderly Care Center in downtown São Paulo. The participants underwent pre- and post-intervention assessments, including the Sarc-Calf Scale, Palmar Grip Test (PGT), and Short Physical Performance Battery (SPPB). The protocol involved five sessions, each consisting of three 5- minute standing sessions of playing the Basketball Game, with scores and game phases recorded. The System Usability Scale (SUS) questionnaire was administered after the first session. Results: Eight elderly participants, with a mean age of 60.0 (±15.8) years, were included. The analysis of the virtual reality game's effect on physical performance revealed statistically significant differences, with a decrease in Sarc-Calf values (p=0.042) and an increase in SPPB values (p=0.020), while no significant differences were observed in the PGT variable. Regarding game performance, statistically significant improvements were noted between the 1st and 5th sessions in the first (p=0.01), second (p=0.012), and third (p=0.012) matches. Usability assessment indicated the game's effectiveness, efficiency, and user satisfaction, as most scores exceeded 85. Conclusion: The application of a virtual reality basketball game improved the functional performance of elderly individuals in care and demonstrated excellent usability.
Descrição
Palavras-chave
realidade virtual , saúde do idoso , vulnerabilidade social , desempenho físico funcional , usabilidade , virtual reality , elderly health , social vulnerability , functional physical performance , usability