<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2184-3023</journal-id>
<journal-title><![CDATA[Revista Portuguesa de Enfermagem de Reabilitação]]></journal-title>
<abbrev-journal-title><![CDATA[RPER]]></abbrev-journal-title>
<issn>2184-3023</issn>
<publisher>
<publisher-name><![CDATA[Associação Portuguesa de Enfermagem de Reabilitação]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2184-30232022000200201</article-id>
<article-id pub-id-type="doi">10.33194/rper.2022.212</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[CuizGiver: desenvolvimento de um jogo digital para a capacitação do cuidador do lesionado vertebro-medular]]></article-title>
<article-title xml:lang="en"><![CDATA[Cuizgiver: development of a digital game for the training of caregivers of individuals with spinal cord injury]]></article-title>
<article-title xml:lang="es"><![CDATA[Cuizgiver: desarrollo de un juego digital para la capacitación del cuidador del lesionado vertebro-medular]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pessoa]]></surname>
<given-names><![CDATA[Cheila]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Fernandes]]></surname>
<given-names><![CDATA[Carla]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Nogueira]]></surname>
<given-names><![CDATA[Paula]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Centro de Reabilitação do Norte  ]]></institution>
<addr-line><![CDATA[Vila Nova de Gaia ]]></addr-line>
<country>Portugal</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Escola Superior de Enfermagem do Porto  ]]></institution>
<addr-line><![CDATA[Porto ]]></addr-line>
<country>Portugal</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidade de São Paulo  ]]></institution>
<addr-line><![CDATA[São Paulo ]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>30</day>
<month>12</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>30</day>
<month>12</month>
<year>2022</year>
</pub-date>
<volume>5</volume>
<numero>2</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_arttext&amp;pid=S2184-30232022000200201&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_abstract&amp;pid=S2184-30232022000200201&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.pt/scielo.php?script=sci_pdf&amp;pid=S2184-30232022000200201&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO  Introdução: A lesão vertebro-medular (LVM) traduz-se num evento crítico com alterações significativas para a condição de vida da pessoa, família e cuidador. Este artigo descreve o processo de desenvolvimento de um jogo digital para a capacitação do cuidador do lesionado vertebro-medular, com foco na intervenção do EEER, através de um estudo piloto. Objetiva-se em descrever a usabilidade e aceitação do jogo &#8220;CuizGiver&#8221; por peritos.  Metodologia: Este processo desenvolve-se em 3 fases. Na primeira, efetuou-se uma revisão integrativa de literatura para identificar as necessidades dos cuidadores. Na segunda fase, foi concebido um jogo para este público-alvo. Em último, foi validado o jogo através de um grupo de peritos.  Resultados: Da primeira fase especificam-se necessidades de conhecimento sobre LVM e problemas de saúde associados (gestão da bexiga neurogénica; prevenção de infeções urinárias; gestão do intestino neurogénico; prevenção de infeções respiratórias; prevenção de úlceras de pressão; atuar perante a disreflexia autonómica e/ ou espasticidade; gerir medicação ou nutrição adequada). Considerando estas necessidades, foi criado um jogo, que posteriormente, foi testado e avaliado por 23 peritos. Atribuíram feedback positivo e relevante no uso profissional para capacitação dos cuidadores, sendo educativo, apelativo e centrado nas suas dúvidas.  Conclusão: As necessidades de preparação e conhecimento são primordiais no processo de intervenção do EEER. A gamificação é uma estratégia significativa e inovadora. Sendo o jogo &#8220;CuizGiver&#8221; apreciado junto dos peritos, atribuindo feedback positivo e relevante no uso para capacitação dos cuidadores, permitindo identificar as dúvidas destes e, por ser educativo e apelativo. Contudo, é necessária investigação da sua eficácia neste público-alvo.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT  Introduction:  Spinal cord injury (SCI) translates into a critical event that results in significant changes to the lifestyle of an individual, family, caregiver. This article describes different stages of development of a digital game for the training of caregivers of SCI patients focusing on the intervention of rehabilitation nurses. It aims to describe usability and acceptance of &#8220;CuizGiver&#8221; game by experts.  Methodology: This process develops in 3 phases. Firstly, an integrative literature review was performed to identify the needs of caregivers of SCI patients. In the second phase, a game was designed to further instruct the caregivers. Lastly, a group of experts validated the android application.  Results:  In first step, was identified knowledge needs about SCI and associated health problems (neurogenic bladder management; prevention of urinary tract infections; neurogenic bowel management; prevention of respiratory infections; prevention of pressure ulcers; acting on autonomic dysreflexia and/or spasticity; medicines management or adequate nutrition). In view of these needs, a game was created, which was evaluated and tested by 23 experts. Feedback regarding its use to further instruct caregivers and address their queries, was positive and relevant and marked as educational and appealing.  Conclusion:  The requirements regarding caregivers preparation and knowledge are predominant in the rehabilitation nurse intervention process. Gamification is a significant and innovative strategy. &#8220;CuizGiver&#8221; game was appreciated by experts, giving positive and relevant feedback in the use for training caregivers, allowing to identify their doubts and being educational and appealing. Nonetheless, its effectiveness in this audience requires further investigation.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN  Introducción:  La lesión medular (LM) es un evento crítico que cambia significativamente las condiciones de vida de un individuo, familia y cuidador. El objetivo de este artículo es describir las diferentes etapas de desarrollo de un juego digital para la formación de cuidadores de personas con lesiones medulares, centrándose en la intervención de enfermería de rehabilitación. Tiene como objetivo describir la usabilidad y aceptación del juego &#8220;CuizGiver&#8221; por expertos.  Metodología:  Este proceso se desarrolla en 3 fases. La primera, se realizó una revisión integrativa de la literatura para identificar las necesidades de los cuidadores. En la segunda fase, se diseñó un juego para capacitar al cuidador. Finalmente, el juego fue validado por un grupo de expertos.  Resultados:  La primera etapa especifica las necesidades de conocimiento sobre lesión vertebro-medular y los problemas de salud asociados (manejo de la vejiga neurógena; prevención de las infecciones urinarias; manejo del intestino neurógeno; prevención de las infecciones respiratorias; prevención de las úlceras por presión; actuación ante la disreflexia autonómica y/o espasticidad, gestionar medicación o nutrición adecuada). Considerando estas necesidades se creó un juego, posteriormente fue evaluado por 23 expertos que lo probaron. Atribuyeron comentarios positivos y relevantes sobre su uso para complementar la capacitación de los cuidadores, conocer sus dudas y por ser didáctico y atrayente.  Conclusión:  Las necesidades de preparación y conocimiento de los cuidadores son fundamentales en el proceso de intervención del enfermero especialista en rehabilitación. La gamificación es una estrategia significativa y innovadora. El juego &#8220;CuizGiver&#8221; fue apreciado por los expertos, dando comentario positivo y relevante en el uso para capacitar a los cuidadores, permitiendo identificar sus dudas y siendo didáctico y atractivo. Sin embargo, se necesita más investigación acerca de su efectividad en esta audiencia.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Lesão Vertebro-Medular]]></kwd>
<kwd lng="pt"><![CDATA[Cuidador]]></kwd>
<kwd lng="pt"><![CDATA[Necessidades]]></kwd>
<kwd lng="pt"><![CDATA[Jogos experimentais]]></kwd>
<kwd lng="pt"><![CDATA[Enfermagem em Reabilitação]]></kwd>
<kwd lng="en"><![CDATA[Spinal cord injury]]></kwd>
<kwd lng="en"><![CDATA[Caregiver]]></kwd>
<kwd lng="en"><![CDATA[Needs Assessment]]></kwd>
<kwd lng="en"><![CDATA[Experimental games]]></kwd>
<kwd lng="en"><![CDATA[Rehabilitation Nursing]]></kwd>
<kwd lng="es"><![CDATA[Lesión Medular]]></kwd>
<kwd lng="es"><![CDATA[Cuidador]]></kwd>
<kwd lng="es"><![CDATA[Necesidades]]></kwd>
<kwd lng="es"><![CDATA[Juegos Experimentales]]></kwd>
<kwd lng="es"><![CDATA[Enfermería de Rehabilitación]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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