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Projektbidrag
Titel [sv]
Digitalt hälsofrämjande arbete i skolan - en serious games tillämpning för kardiovaskulär hälsoutbildning i Nepal
Titel [en]
Digital health promotion in schools – a serious games approach for cardiovascular health education in Nepal
Abstract [en]
PURPOSE & AIM: 80% of non-communicable disease deaths globally occur in low- and middle-income countries like Nepal, cardiovascular diseases being most common. We contribute to reduced morbidity and mortality from cardiovascular disease through increased knowledge transfer by creating, implementing and evaluating a novel digital tool (a serious game) for cardiovascular health promotion.PROJECT ORGANISATION: Sweden: University of Skövde (public health, informatics). Nepal: Kathmandu Medical College (community medicine), Tribhuvan University & Patan Academy of Health Sciences (med. sociology). TIME PLAN & METHODS: 2021: Cross-sectional study; knowledge, attitude and practice of parents and school-children grades 6-10; Assess preparedness for digital health promotion in schools via focus group discussions and interviews. 2022-2023: Develop and pilot a serious game targeting diet and physical activity in a school setting. 2023: Health economic evaluation including measuring Health-Related Quality of Life and Cost Utility Analysis and dissemination. SIGNIFICANCE: We apply a digital tool for health promotion in schools, a new, unique approach to prevent and reduce morbidity and mortality from cardiovascular disease. This aligns well with Nepal’s plan to prevent and control non-communicable diseases. Our results can be applied in other low-income countries as well as in Sweden. The project contributes to UN sustainable development goals 3, 9 and 17.
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Backlund, P., Bai, H., Bankler, V., Krettek, A., Wilhelmsson, U. & Zhang, R. (2022). Teaching cardiovascular health through a purposeful game. In: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2. Paper presented at II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro (pp. 391-396). Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2
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2022 (Engelska)Ingår i: Collection of materials: II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro: Volume 2, Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv , 2022, Vol. 2, s. 5s. 391-396Konferensbidrag, Publicerat paper (Övrigt vetenskapligt)
Abstract [en]

Games for health is one of the most prominent areas for serious games, i.e. games with a purpose beyond only entertainment. The purpose of a health game may be to inform about health related issues; promote healthy lifestyles and even to drive behavioral change. This paper outlines the initial game design considerations and some future research directions for a game focusing on cardiovascular health. As the overall aim of the project is to promote a healthy lifestyle through diet and physical activity to prevent future cardiovascular disease, we focused on “taking care of your heart” as the basis for the game. Hence we call the game Happy Heart and use a heart symbol as a non-playable character (NPC) that the player needs to take care of. To some extent we are inspired by the electronic Tamagochi toys (Bandai) where players need to take care of a digital pet. The heart symbol is universal and is also an ideograph that expresses the concept of love and as such it transcends language barriers.

The burden of non-communicable diseases (NCD) is rapidly increasing across the world. Today they are the main drivers of morbidity, disability, and mortality in low- and middle income countries (LMICs), and are expected to increase due to unhealthy lifestyles in the wake of ongoing societal changes [1]. Among the major risk factors in many LMICs are poor diet, insufficient physical activity, tobacco and alcohol consumption, and exposure to hazardous substances, e.g. from air pollution. LMICs currently contribute three quarters of the deaths from NCD.

Among the NCD, cardiovascular diseases are the most common cause of hospitalization in Nepal [1]. Digitalization and collaboration with the education sector (e.g. community schools) in health promotion interventions could further improve children’s behavior by targeting factors that affect their lifestyle outside the family environment [4]. Hence, the Digital Game Based Learning approach.

Ort, förlag, år, upplaga, sidor
Dnipro: Університет митної справи та фінансів / Universytet mytnoyi spravy ta finansiv, 2022. s. 5
Nyckelord
educational game, cardio vascular disease, games for health
Nationell ämneskategori
Teknik och teknologier Folkhälsovetenskap, global hälsa och socialmedicin Annan teknik
Forskningsämne
GAME Research Group; Medborgarcentrerad hälsa (Mech)
Identifikatorer
urn:nbn:se:his:diva-21329 (URN)
Konferens
II International Scientific and Practical Internet Conference "Innovative Solutions in Economy, Business, Public Communications and International Relationships", April 21, 2022, Dnipro
Forskningsfinansiär
Vetenskapsrådet, 2457
Tillgänglig från: 2022-06-20 Skapad: 2022-06-20 Senast uppdaterad: 2025-09-29Bibliografiskt granskad
ProjektledareKrettek, Alexandra
Koordinerande organisation
Högskolan i Skövde
Forskningsfinansiär
Tidsperiod
2021-01-01 - 2023-12-31
Nationell ämneskategori
Folkhälsovetenskap, global hälsa, socialmedicin och epidemiologi
Identifikatorer
DiVA, id: project:2457Projekt id: 2020-03333_VR