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1000 y una Historias

com.enfermerasuncompromiso.milyunahistorias

Total installs
48(48)
Rating
0.0
Released
October 19, 2020
Last updated
January 10, 2021
Category
Lifestyle
Developer
ENFERMERAS UN COMPROMISO SAS
Developer details

Name
ENFERMERAS UN COMPROMISO SAS
E-mail
[email protected]
Website
unknown
Country
unknown
Address
unknown
Android SDKs

  • No items.
1000 y una Historias Header - AppWisp.com

Screenshots

1000 y una Historias Screenshot 1 - AppWisp.com
1000 y una Historias Screenshot 2 - AppWisp.com
1000 y una Historias Screenshot 3 - AppWisp.com
1000 y una Historias Screenshot 4 - AppWisp.com

Description

The primary objective of 1000 y una historia is to provide a recreational space for the elderly in the company of the family member and / or caregiver, in which he has the opportunity to remember and recall events in his life, and share them as stories. The effect of this activity is of maximum value, since assertive communication through play places the elderly as the center of attention, offering real recreational spaces that modify their perception of the daily environment, helping to reduce the perception of loneliness in which you are. This allows to strengthen fraternal ties with their relatives and with those who care for them, becoming an interactive and interpersonal relationship tool.

The application 1000 and a story was created, under a conceptual structure, in which once downloaded to the mobile device, there are a series of iconic sites in Colombia, which make it easier for older users to evoke memories due to the similarity to places surely visited, or because they are regions in which they or their parents were born and / or have heard of them. For each of these places (30) in total, predetermined contents were designed in which fictitious characters describe the place, looking for the older adult to enter the game, to later become involved, answering pre-designed questions, which will become the story told by him and / or her; or challenges to meet them with your assistant nurse and / or family member.
Going through the designed places is achieved by crossing a map that contains the 30 points or worlds, each of these with a specific layout alluding to the place.
Feminine and masculine characters (Peregrino and Sofia) were defined that represent the elderly. There is a description with a brief introduction, to later unfold the map that leads the character to point 1 and successively to point 30. In this version, the companion must read the contents of each world to the elderly.
Once the game starts, the description of each world is displayed with its content, diagram and the questions or challenges corresponding to this place.
In each world there is the option to record the stories to each of the questions asked to the character Sofia and / or Pilgrim.
It is an APP at the TRL4 maturity level, and the recording time is 10 minutes, which has a built-in timer that deducts the time. The older adult can play as long as he wants, and the application will save the place in the world he reached. For this, it has the buttons to play, exit, and stories.
In Colombia and the world, the number of people over 60 years of age has doubled in the last 3 decades and the positive trend will continue. The presence of multiple emotional, physical or biological factors can cause the older adult to isolation, loss of independence, loneliness and anguish. Problem recognized as a "world public health problem" by the WHO in 2017. Resigning the wisdom of the elderly through play in the company of the caregiver and family, is an innovation in tangible and accessible service for the world community to contribute in a simple in their quality of life.
The use of mobile technology is within the reach of the world's population; a technological tool that can be downloaded through this, will allow reaching millions of older adults, who play and tell their stories to caregivers and relatives, redefining their wisdom, triggering meaningful communications with high emotional value, mitigating their perception of loneliness, and sadness, contributing positively to their satisfaction and therefore to their quality of life.