The use of Nintendo (R) Wii as therapeutic resource for elderly: an activity analysis from the Occupational Therapy perspective
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Undergraduate course
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Cuba Editora
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Article
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Acesso restrito
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Abstract
Introduction: Intervention through gametherapy is applied to Occupational Therapy domains in different practical contexts. Objective: This study aimed to analyze the videogame Nintendo (R) Wii, with a view to its use as a therapeutic activity for elderly population. Method: 15 mini-games in Wii Party were selected based on criteria of execution time and the activity level of complexity, for the feasibility of use with the elderly. The analysis was based on the theoretical framework adopted by the American Association of Occupational Therapy, and consists of seven steps: I) activity identification; II) time and sequencing; III) social demands, objects and space; IV) body functions required; V) body structures required; VI) required actions, VII) skill performance; analysis for intervention. Results: indications of possibilities related to cognitive functions and specific skills were identified, evidencing thus, the game potential for use with older people who have cognitive functions problems. It is also considered the importance of monitoring user behavior, proposing a form for monitoring and evaluation of their performance in the activity. Conclusion: This study provides indicators for the systematic monitoring of Nintendo (R) Wii videogame games use as an intervention activity of occupational therapy, contributing to clinical practice in the care of the elderly population and its consequences in the formation of occupational therapist and research in the elderly health.
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Portuguese
Citation
Cadernos De Terapia Ocupacional Da Ufscar. Sao Carlos: Cuba Editora, v. 24, n. 4, p. 705-714, 2016.





