Literature DB >> 20679406

Designing and remotely testing mobile diabetes video games.

Jonathan DeShazo1, Lynne Harris, Anne Turner, Wanda Pratt.   

Abstract

We have investigated game design and usability for three mobile phone video games designed to deliver diabetes education. The games were refined using focus groups. Six people with diabetes participated in the first focus group and five in the second. Following the focus groups, we incorporated the new findings into the game design, and then conducted a field test to evaluate the games in the context in which they would actually be used. Data were collected remotely about game usage by eight people with diabetes. The testers averaged 45 seconds per question and answered an average of 50 total nutrition questions each. They self-reported playing the game for 10-30 min, which coincided with the measured metrics of the game. Mobile games may represent a promising new way to engage the user and deliver relevant educational content.

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Year:  2010        PMID: 20679406     DOI: 10.1258/jtt.2010.091012

Source DB:  PubMed          Journal:  J Telemed Telecare        ISSN: 1357-633X            Impact factor:   6.184


  11 in total

Review 1.  Healthcare in the pocket: mapping the space of mobile-phone health interventions.

Authors:  Predrag Klasnja; Wanda Pratt
Journal:  J Biomed Inform       Date:  2011-09-09       Impact factor: 6.317

Review 2.  Characteristics of Smartphone Applications for Nutrition Improvement in Community Settings: A Scoping Review.

Authors:  Emma Tonkin; Julie Brimblecombe; Thomas Philip Wycherley
Journal:  Adv Nutr       Date:  2017-03-15       Impact factor: 8.701

Review 3.  Getting a technology-based diabetes intervention ready for prime time: a review of usability testing studies.

Authors:  Courtney R Lyles; Urmimala Sarkar; Chandra Y Osborn
Journal:  Curr Diab Rep       Date:  2014-10       Impact factor: 4.810

Review 4.  Games and Diabetes: A Review Investigating Theoretical Frameworks, Evaluation Methodologies, and Opportunities for Design Grounded in Learning Theories.

Authors:  Shaimaa Lazem; Mary Webster; Wayne Holmes; Motje Wolf
Journal:  J Diabetes Sci Technol       Date:  2015-09-02

Review 5.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

Review 6.  A review of user-centered design for diabetes-related consumer health informatics technologies.

Authors:  Cynthia LeRouge; Nilmini Wickramasinghe
Journal:  J Diabetes Sci Technol       Date:  2013-07-01

7.  Features of online health communities for adolescents with type 1 diabetes.

Authors:  Yun-Xian Ho; Brendan H O'Connor; Shelagh A Mulvaney
Journal:  West J Nurs Res       Date:  2014-01-27       Impact factor: 1.967

8.  A Smartphone App to Reduce Sugar-Sweetened Beverage Consumption Among Young Adults in Australian Remote Indigenous Communities: Design, Formative Evaluation and User-Testing.

Authors:  Emma Tonkin; Lauren Jeffs; Thomas Philip Wycherley; Carol Maher; Ross Smith; Jonathon Hart; Beau Cubillo; Julie Brimblecombe
Journal:  JMIR Mhealth Uhealth       Date:  2017-12-12       Impact factor: 4.773

9.  Effect of implementing a mobile game on improving dietary information in diabetic patients.

Authors:  Zahra Koohmareh; Majid Karandish; Ali Mohammad Hadianfard
Journal:  Med J Islam Repub Iran       Date:  2021-05-29

10.  Awareness and Use of mHealth Apps: A Study from England.

Authors:  Reem Kayyali; Aliki Peletidi; Muhammad Ismail; Zahra Hashim; Pedro Bandeira; Jennifer Bonnah
Journal:  Pharmacy (Basel)       Date:  2017-06-14
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