39 research outputs found

    Ageing in a network society: An Introduction

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    This special issue aims to explore the role of ICTs in encouraging the development of networked older adults. Specifically, the following papers give a noteworthy contribution to the challenges posed by an increasingly ageing and networked society. This special issue is edited by colleagues whose disciplines are not naturally symbiotic – one from Information and Communication studies and the other from Ageing studies. As such, this special issue posed an interesting set of challenges for the editors as they explored their shared understandings of what it means to grow old or be old in a network society. The editors would therefore like to thank the authors for their receptiveness to ageing studies theory and for challenging their own assumptions about what it means to be old. This special issue acts, in some ways, as a stepping stone or a bridge between more information technological based notions of what it is to grow older and cultural gerontological constructions of older age

    Os jogos como estratégia de aprendizagem para um envelhecimento ativo: co-designing, desenvolvimento e avaliação de um jogo

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    Doutoramento em Informação e Comunicação em Plataformas DigitaisCurrent demands for the Information and Communication Society often exclude certain groups either by their age, lack of participation in the labour workforce, health status or learning difficulties. In fact, active ageing and lifelong learning have been central issues for the Political Declaration and Madrid International Plan of Action on Ageing and the World’s Health Organisation. Although debate continues about the best strategies for increasing the participation of older adult citizens in economic, cultural and social affairs, few studies have addressed the potential of a game-based approach to encourage healthier habits, a sense of security and participation in society. The purpose of this mixed-method study is to assess the effectiveness of game-based learning to encourage active ageing. In this thesis, thirty-three adult learners (G0) at a University of Third Age were involved in the design process of two learning programmes (game-based learning – GBLP and computer-assisted learning – CALP). The field research deployed an array of longitudinal methods, including surveys, group discussions, and participant observation. Sixty adult learners at four Universities of Third Age were then assigned to three different groups: The Experimental Group (G1), who tested firstly the GBLP and then the CALP; The Comparison Group (G2), who tested firstly the CALP and then the GBLP; and the Control Group (G3) that did not take part in the intervention. Before and after each experiment, the participants were assessed on their perception of health-related wellbeing and quality of life, using the SF36v2 and WHOQOL-BREF scales. Semi-structured interviews with ten Subject Matter Experts from the Industry and the Educational Sector in the fields of Games, Human-Computer Interaction and Psychology and/or Ageing studies were carried out in order to get their perspective on the use of games for learning and meet the challenges of the ageing process and changes in behaviours. Findings suggest that although no significant differences between the type of experiment undertaken by each group and their health-related wellbeing and quality of life were observed, there were significant differences between the group type and their perception on mental health (F(2,57) = 3.771, p= .029) and general health-related wellbeing (F(2,57) = 5.231, p= .008) in which the GBLP showed improvements relative to the CALP. When designing such learning programme, the environment, mental and psychological wellbeing and quality of life domains should be considered whereas metamemory, immediate feedback, context-aware challenges, storytelling/bios and role-playing, imagery-based techniques and social engagement are important design factors to foster the participants’ confidence to solve daily-life problems, decrease ageing bias and encourage participation in society. Two prototypes of the learning programmes are provided as a result of the co-design sessions and a set of design recommendations are also included.As exigências atuais que decorrem da Sociedade da Informação e Comunicação, por vezes, excluem certos grupos, quer pela idade, quer por não fazerem parte da população ativa, quer pelo estado de saúde ou dificuldades de aprendizagem. De facto, o envelhecimento ativo e a aprendizagem ao longo da vida têm sido temas centrais da Declaração Política de Ação Internacional para o Envelhecimento de Madrid e da Organização Mundial de Saúde. Apesar de, recentemente, se ter verificado um interesse crescente na utilização de estratégias que visem responder aos desafios de uma sociedade envelhecida, grande parte dos estudos parece não considerar os jogos como estratégia de aprendizagem para motivar hábitos saudáveis, segurança e participação na sociedade. Trinta e três alunos de uma Universidade Sénior (G0) foram envolvidos no processo de design de dois programas de aprendizagem (baseado em jogo – GBLP e assistido por computador – CALP). O trabalho de campo teve como base os seguintes métodos longitudinais: inquérito, discussões em grupo e observação participante. Sessenta alunos de quatro Universidades Sénior foram posteriormente divididos em três grupos: Grupo Experimental (G1) que testou primeiro o GBLP e depois o CALP; Grupo de Comparação (G2) que testou primeiro o CALP e depois o GBLP; e o Grupo de Controlo (G3) que não teve intervenção. Antes e pós cada experiência, foi avaliada a perceção sobre o bem-estar de saúde e qualidade de vida, utilizando as escalas SF36v2 e WHOQOL-BREF. Entrevistas semiestruturadas foram também concretizadas com dez especialistas da Academia e Indústria nas áreas dos Jogos, Interação Homem-Máquina, Psicologia e Envelhecimento, de modo a obter as suas perspetivas sobre o uso de jogos e mudanças comportamentais e envelhecimento ativo. Os resultados sugerem que embora não tenham sido encontradas diferenças estatisticamente significativas entre grupos sobre o estado de bem-estar sobre saúde e qualidade de vida, verificaram-se diferenças entre cada grupo e perceção sobre a saúde mental (F (2,57) = 3.771, p = .029) e bem-estar geral (F (2,57) = 5,231, p = 0,008) em que GBLP foi eficaz em relação ao CALP. Relativamente ao design de jogos, os fatores ambiente, bem-estar mental e psicológico dos domínios de bem-estar e qualidade de vida devem ser considerados, enquanto os fatores de design como metamemória, feedback imediato, desafios adaptados ao contexto, narrativa e bios dos personagens, imagética e engagement social são importantes para aumentar a confiança dos participantes na resolução de problemas do dia-a-dia, diminuir o medo de envelhecer e incentivar a participação na sociedade. Dois protótipos que resultam das sessões de co-design são apresentados tais como um conjunto de recomendações para o seu desenvolvimento

    Os videojogos em rede para o cidadão sénior

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    Mestrado em Comunicação MultimédiaNa atualidade, o envelhecimento da população ativa é uma realidade omnipresente. Recentemente, o estudo de produtos ou serviços comercializados para o cidadão sénior começa a despertar o interesse junto da comunidade científica e empresarial. A mesma tendência poderá surgir na indústria dos videojogos em que os seniores, especialmente os reformados, poderão tornar-se nos próximos consumidores de videojogos. Até ao momento, vários estudos têm-se debruçado sobre o papel dos videojogos na manutenção ou melhoria das capacidades cognitivas. No entanto, a ausência de informação sobre a utilização dos videojogos em rede numa idade mais avançada parece prevalecer. A componente social dos videojogos em rede neste público-alvo tem sido descurada bem como o seu potencial na promoção da inclusão digital e minimização das barreiras sociais. O objetivo desta investigação é compreender as componentes de design de videojogos em rede que estimulam o cidadão sénior a jogar, utilizando o método de investigação social aplicada. Deste modo, dois grupos etários (G1: 50-64 anos e G2: idade igual ou superior a 65) com elevada literacia foram envolvidos neste estudo, com a finalidade de compreender as tendências do futuro cidadão sénior enquanto jogador. Esta investigação oferece uma nova perspectiva do perfil de jogador, ao aplicar um questionário a 245 jogadores com idade igual ou superior a 50, dois focus group e técnicas de análise de conteúdo aplicadas na contrução da prova de conceito para o game design de um jogo em rede para esta faixa etária. Os resultados indicam que não há diferenças significativas entre jogadores de diferentes faixas etárias relativamente às preferências de jogo, sendo que os jogos de aventura são preferidos. As capacidades cognitivas que mais gostam de praticar são a resolução de problemas e a memória, estando relacionadas com o tipo de jogos que jogam. Além disso, os desafios cognitivos são valorizados e a colaboração entre jogadores deve ser enfatizada em relação à competição ou combate. A informação recolhida por esta investigação permitiu a observação de que um novo perfil de jogador emerge e que novos desafios aguardam os designers de jogos.We are witnessing an increasingly ageing society. Recently, there has been a growing interest in studying products or services marketed to older adults either by the scientific community or by enterprises. In the video game industry, the elderly, especially retirees, tend to become the next generation of avid consumers. Many recent studies have focused on the role of video games in maintaining and improving cognitive capacities. However, there is a lack of information about the use of networked video games in later age. No real attention has been paid to the collective component of video games and their power to promote digital inclusion and eradicate social barriers. The aim of this research is to understand the main game design components of networked video games that encourage older adults to play, using an applied social research methodology. Thus, two age groups (G1: individuals aged between 50 and 64 years and G2: individuals aged 65 and over) with higher levels of education have been involved in this study, aimed at understanding the tendency of the next generation of older adults as gamers. The study provides insight into a new video gamer profile by employing a survey questionnaire with 245 gamers aged 50 and over, two focus groups and content analysis techniques used to the proof of concept of a networked video game addressed to this audience. Findings indicate that there were no significant differences between a younger age group and older adults in their choices of video games played. Adventure games are preferred and problem-solving and memory span were the skills that participants liked to practise. Cognitive challenges are valued and collaboration between players should be prioritized over competition and combat. These data support the view that a new older adult’s gamer profile is emerging and it will bring new challenges for game designers

    Older Adults “Jump” into coDesiging a Digital Game:A Field Study

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    The aim of this paper is to contribute to establishing practices to in- volve adults aged 50 and over in the design of digital games within the paradigm of active ageing. This paper focuses on a component of a larger project entitled SERIOUSGIGGLE integrated in the SEDUCE 2.0 research that enabled to develop the digital game JUMP that goes beyond illness recovery or skill maintenance, addressing active ageing. Using a Participatory Action Qualitative Re- search that deployed 64-session group discussions and participant observation of 33 learners at a Portuguese University of the Third Age, the necessary course of actions to involve the end-users in game design were identified. Results suggest four phases: 1. Validate the content and the materials that will be used during coDesign with experts in the area, using the Delphi method; 2. Carry out the activities in the end-user’s places; 3. Design the game tool based on the end-users’ context and the content validated by the experts during the previous phases; and 4. Validate the game-based product with the end-users. Literature is still scarce in giving standards for designing digital games for active ageing and most of the solutions on the market tend to focus on health and rehabilitation rather than on other dimensions, such as security and social participation.This work was supported by the research project SEDUCE 2.0 - Use of Communication and Information in the miOne online community by senior citizens, which includes the SERIOUSGIGGLE project and the game JUMP. The SEDUCE 2.0 project is funded by FCT – Fundação para a Ciência e a Tecnologia, I.P., COMPETE 2020, Portugal 2020 and European Union, under the European Regional Development Fund, POCI-01-0145-FEDER-031696 SEDUCE 2.0.publishe

    Avaliação do pH salivar em pacientes submetidos a radioterapia à região de cabeça e pescoço

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    Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina DentáriaA disfunção das glândulas salivares, como sequela da Radioterapia (RT) traduz-se geralmente em hipofunção salivar e consequente diminuição do pH. Este estudo avaliou o comportamento do pH salivar num grupo de 35 indivíduos submetidos a RT com fracionamento convencional, por tumores malignos da região de cabeça e pescoço. O acompanhamento foi obtido através de três avaliações a cada indivíduo. A primeira avaliação foi realizada antes do tratamento, a segunda após 15 sessões de tratamento e a última depois de terminado o tratamento. O pH salivar foi determinado através de indicadores de alaranjado de metilo e azul de bromotimol, colocados na face dorsal da língua. A média do valor de pH registada antes do tratamento foi 6,69. A medição intermédia demonstrou diminuição do valor de pH da saliva para 6.37, baixando para 6,31 até ao final do tratamento (p>0,05). Estes resultados demonstraram que a RT, no tratamento de tumores da cabeça e do pescoço, parece reduzir o pH salivar, sendo este valor dose-dependente.The dysfunction of the salivary glands, as an effect of radiotherapy (RT), usually generates a salivary hypofunction and subsequent decrease of the pH value. This study aimed to evaluate the salivary pH behaviour in a group of 35 individuals under RT with conventional fractionation, for malignant tumours of the head and neck regions. The follow-up was obtained through three assessments to each individual. The first evaluation was conducted before treatment, the second one after 15 treatment sessions and the last one at the end of the treatment. The salivary pH was determined by methyl orange indicator and bromothymol blue indicator placed on the dorsal surface of the tongue. The average pH recorded before the treatment was 6.69. The intermediate measurement showed a diminution of the saliva pH value to 6:37, dropping to 6.31 by the end of treatment (p> 0.05). These results revealed that the RT for the treatment of tumours of the head and neck regions appears to reduce the salivary pH value, which is dose-dependent

    Avaliação do pH salivar em pacientes submetidos a radioterapia à região de cabeça e pescoço

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    Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina DentáriaA disfunção das glândulas salivares, como sequela da Radioterapia (RT) traduz-se geralmente em hipofunção salivar e consequente diminuição do pH. Este estudo avaliou o comportamento do pH salivar num grupo de 35 indivíduos submetidos a RT com fracionamento convencional, por tumores malignos da região de cabeça e pescoço. O acompanhamento foi obtido através de três avaliações a cada indivíduo. A primeira avaliação foi realizada antes do tratamento, a segunda após 15 sessões de tratamento e a última depois de terminado o tratamento. O pH salivar foi determinado através de indicadores de alaranjado de metilo e azul de bromotimol, colocados na face dorsal da língua. A média do valor de pH registada antes do tratamento foi 6,69. A medição intermédia demonstrou diminuição do valor de pH da saliva para 6.37, baixando para 6,31 até ao final do tratamento (p>0,05). Estes resultados demonstraram que a RT, no tratamento de tumores da cabeça e do pescoço, parece reduzir o pH salivar, sendo este valor dose-dependente.The dysfunction of the salivary glands, as an effect of radiotherapy (RT), usually generates a salivary hypofunction and subsequent decrease of the pH value. This study aimed to evaluate the salivary pH behaviour in a group of 35 individuals under RT with conventional fractionation, for malignant tumours of the head and neck regions. The follow-up was obtained through three assessments to each individual. The first evaluation was conducted before treatment, the second one after 15 treatment sessions and the last one at the end of the treatment. The salivary pH was determined by methyl orange indicator and bromothymol blue indicator placed on the dorsal surface of the tongue. The average pH recorded before the treatment was 6.69. The intermediate measurement showed a diminution of the saliva pH value to 6:37, dropping to 6.31 by the end of treatment (p> 0.05). These results revealed that the RT for the treatment of tumours of the head and neck regions appears to reduce the salivary pH value, which is dose-dependent

    Assessing Older Adults' Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing

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    The growing use of digital platforms among older adults has brought increased challenges to the design and development process, thus requiring considering age-related needs and changes. Nonetheless, a growing body of research suggests that different types of applications of digital platforms, i.e., digital games, can foster new opportunities to encourage active and healthy ageing (AHA) by promoting knowledge acquisition, developing competences, fostering well-being, and deepening social connections. Therefore, this study aims to assess older adults’ perspectives and participation in digital game-related strategies and how these can foster AHA. A mixed-methods approach was applied, resorting to field notes and a questionnaire, involving 18 participants aged between 63 and 81, at the Ageing Lab (Laboratório do Envelhecimento). Through 10 exploratory digital gaming-related sessions over approximately two months, participants were introduced to game-related strategies and online communities. Overall, this study sustained previous research about the influence of digital games and online communities in the promotion of AHA, by encouraging participation in society, acquisition of new digital competences in the dimensions of information and data literacy, communication and collaboration, and safety; and maintaining one’s health and well-being. Moreover, findings suggest that continued contact with information and communication technologies stimulates digital proficiency, thus further fostering inclusion in an increasingly digital society

    Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities

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    . In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been acknowledged in the literature, far too little attention has been devoted to the challenges and in situ measures undertaken by local entities targeted to aged populations. The purpose of this study is to analyze the strategies adopted by Portuguese Universities of the Third Age, Municipalities, among other Institutional Care for Aged Populations to ensure communication and active participation of older adults in society and the role of digital media in that process. A total of 72 Portuguese entities developing initiatives addressed to aged populations were interviewed, including Municipalities and Universities of the Third Age, aiming at gathering their perspectives on the challenges and practices of using digital media to involve the ageing population in the community. Data was collected employing a semi-structured interview and content analysis was performed. Findings indicate that although participants found difficulty in adhering to activities owing to the financial and social consequences of the pandemic, most had to restructure their activities to maintain connections and routines. Conclusions offer some important insights into practices to foster participation within the communities using digital platforms.info:eu-repo/semantics/publishedVersio

    Scaffolding in Indoor and Outdoor Mobility a Wearable and Mobile Application for Senior Tourism in a Playable City

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    The growth of urban population and the challenges of an ageing society have brought to the fore the need of innovative ways to re-invent sustainable healthy ageing lifestyles and meet the growing demand on transport and residents’ assistance with ageing-in-place. Fatalities involving older adult pedestrians is a major problem in EU urban areas, given the general lack of information about traffic and road conditions. Indoor and Outdoor Mobility are also likely to affect Senior Tourism and older adults’ travel patterns. This paper proposes a digital application designed for wearables and mobile devices that engages the users in a set of missions and routes that are customized to their context and mobility condition, based on a multi-peer review system.This work was supported by FCT (Fundação para a Ciência e Tecnologia) and ESF under Community Support Framework III – the project SEDUCE 2.0 nr. POCI-01-0145-FEDER- 031696.publishe

    ABORDAGEM CLÍNICA NA SÍNDROME DE MIRIZZI: ANÁLISE RETROSPETIVA

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    Introduction: The Mirizzi syndrome consists of the obstruction either of the common hepatic duct or the choledocus, secondary to the impact of calculus in the cystic duct or in the gallbladder infundibulum. According to the Csendes classification, Mirizzi syndrome is divided into five types that involve different surgical procedures. Materials and methods: After a literature review, fifteen patients with Mirizzi Syndrome are retrospectively described between 2008 and 2018 at the Unidade Saude da Guarda (ULSG). The clinical records were reviewed. Clinical data, gender, clinical condition, test results, operative procedures and type of Mirizzi syndrome (according to Csendes) were examined. Results: Of the 15 patients, 11 (73,3%) were women and 4 (26,7%) men. All of them (100%) showed abdominal pain, 14 (93,3%) nausea and vomit, 10 (66,7%) symptoms of cholangitis / acute cholecystitis, 5 (33%) recurrent jaundice, 4 (26,6%) choluria and weight loss and 2 (13,3%) itch. Every cases of Mirizzi syndrome was diagnosed intraoperatively and requiring conversion to laparotomy. Were identified 5(33,3%) cases with type III, 4 (26,6%) with type I, 3 (20%) with type II, 2 (13,3%) with type IV and 1 (6,7%) with type V. In 5 (33,3%) patients was treated with cholecystectomy and bilio-digestive anastomosis on Roux-en-Y, 3 (20%) by total cholecystectomy with Kher drain, 2 (13,3%) by total cholecystectomy, partial and partial with Kher drain, and finally 1 (6,6%) by cholecystectomy with Kher drain with suture of the gastric orifice. Conclusion: The treatment of Mirizzi Syndrome is a diagnosis and surgical challenge. Despite the era of laparoscopic cholecystectomy, the laparotomic treatment of Mirizzi syndrome should be the standard procedure.Introdução: A Síndrome de Mirizzi resulta da compressão extrínseca do canal hepático comum (CHC) e/ou colédoco pela impactação de cálculos no canal cístico ou no infundíbulo da vesícula biliar. Segundo a classificação de Csendes, dividide-se em 5 tipos que implicam diferentes técnicas cirúrgicas. Materiais e Métodos: Após uma breve revisão bibliográfica, descrevem-se retrospetivamente quinze doentes diagnosticados com Síndrome de Mirizzi, entre 2008 e 2018, na Unidade Local de Saúde da Guarda (ULSG). A análise dos respectivos processos clínicos permitiu recolher dados relativamente ao género, quadro clínico, resultados de exames complementares de diagnóstico, momento do diagnóstico, tipo de síndrome de Mirizzi (segundo Csendes) e tratamento cirúrgico. Resultados: Dos 15 doentes, 11 (73,3%) eram mulheres e 4 (26,7%) homens. Todos os doentes (100%) apresentaram dor abdominal, 14 (93,3%) náuseas e vómitos, 10 (66,7%) sintomas de colangite/colecistite aguda, 5 (33%) icterícia recorrente, 4 (26,6%) colúria e emagrecimento e 2 (13,3%) prurido. O diagnóstico foi estabelecido, em todos os casos, intra-operatoriamente com necessidade de conversão para laparotomia, sendo: 5 (33,3%) do tipo III, 4 (26,6%) do tipo I, 3 (20%) do tipo II, 2 (13,3%) do tipo IV e 1 (6,7%) do tipo V. Foi realizada em 5 (33,3%) doentes colecistectomia com anastomose bilio-digestiva em Y de Roux, em 3 (20%) colecistectomia total com dreno de Kehr, em 2 (13,3%) colecistectomia total, parcial e parcial com dreno de Kehr e por fim, em 1 (6,6%) colecistectomia com dreno de Kehr com sutura de orifício gástrico. Conclusões: O tratamento da Síndrome de Mirizzi é um desafio diagnóstico e cirúrgico. Apesar da era da colecistectomia laparoscópica, a via laparotómica deve ser a via de abordagem de eleição para o tratamento cirúrgico desta entidade
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