I serious game per sostenere l’empowerment di giovani diabetici: il caso “Tako Dojo”

Contenuto principale dell'articolo

Gianvito D'Aprile
Antonio Ulloa Severino

Abstract

Questo contributo mira ad esplorare se e in che modo i serious game per la salute supportano i processi di patient empowerment e i comportamenti di cura. Facendo esplicito riferimento al diabete, ipotizziamo che: 1) l’uso del serious game influenzi positivamente i processi di empowerment dei diabetici; 2) i livelli di empowerment dei diabetici incidano positivamente sui comportamenti di aderenza alla terapia; 3) l’uso del serious game abbia un impatto sulla partecipazione dei comportamenti di cura.Per testare queste ipotesi, 124 giovani diabetici pugliesi (Metà = 14 anni, DS = 2.14) sono stati coinvolti nel progetto Tako Dojo, finalizzato allo sviluppo di un serious game per la gestione del diabete. A seguire l’attività di training d’uso di Tako Dojo, ai partecipanti è stato richiesto di compilare un questionario che indagava la percezione d’uso del serious game, l’empowerment dei diabetici, l’aderenza ai comportamenti di cura e le informazioni sociodemografiche. I dati raccolti sono stati sottoposti ad analisi correlazionali e regressioni multiple. I risultati confermano le ipotesi e inducono a ripensare al ruolo dei serious game nei processi di autogestione dei comportamenti di cura.

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Sezione
Articoli - Dossier

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