DIGITAL GAMES AS A SELF-CARE TOOL: ANALYZING THE APPLICABILITY OF A GAME FOR THE RATIONAL USE OF MEDICINES IN THE PREVENTION AND TREATMENT OF TYPE 2 DIABETES MELLITUS
experimental games, diabetes mellitus type2, health education, aging
This study investigates the applicability of a digital game as a self-care tool, focused on the rational use of medicines for the prevention and treatment of Type 2 Diabetes Mellitus (T2DM) in the elderly. The research addresses the growing prevalence of T2DM among the elderly population in Brazil, highlighting the additional challenges faced due to advanced age and comorbidities. The methodology consists of a quantitative, quasi-experimental cohort study, involving the customization and application of an educational game called Lady Health. This game, developed by an interdisciplinary team, was adapted to include T2DM content using Bloom's Taxonomy. The target population includes elderly participants from UniSER/UnB. The game's validation involved evaluating usability and educational impact using instruments such as the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). Preliminary results indicate that digital games can be an effective tool to promote health among the elderly, improving treatment adherence and quality of life.