Objective: To verify the effectiveness of the use of gamified elements in the Dizziness Kids application, based on the analysis of the results obtained by the patients' performance, interactivity, and productivity.Methodology: This is a descriptive, exploratory study with a quantitative approach, consisting of a convenience sample of twelve male and female children up to 12 years old with the symptom of dizziness. The sample was divided into 2 groups: Study Group, composed of 6 children who were submitted to the stimuli of the Dizziness App Kids and Control Group, composed of 6 children who interacted with the Dizziness App version.Results: Therapy through the Dizziness Kids App made it possible to reduce the score on the DHI-CA / SF questionnaire, improve the symptoms and quality of life of the children studied.
Conclusion:The inclusion of gamification elements in the mobile application Dizziness App Kids showed the motivation of the participants in the intervention, signaling positive results.