Literature DB >> 21527096

Integrative gaming: a framework for sustainable game-based diabetes management.

Kanav Kahol1.   

Abstract

Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner.
© 2011 Diabetes Technology Society.

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Mesh:

Year:  2011        PMID: 21527096      PMCID: PMC3125919          DOI: 10.1177/193229681100500214

Source DB:  PubMed          Journal:  J Diabetes Sci Technol        ISSN: 1932-2968


  16 in total

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Journal:  Diabetes Technol Ther       Date:  2003       Impact factor: 6.118

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Journal:  Nurse Educ       Date:  1992 Mar-Apr       Impact factor: 2.082

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Journal:  Med Inform (Lond)       Date:  1997 Jan-Mar

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Authors:  B Barry
Journal:  Diabetes Educ       Date:  1995 Jan-Feb       Impact factor: 2.140

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Journal:  Exp Physiol       Date:  2009-08-07       Impact factor: 2.969

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Journal:  Annu Rev Med       Date:  1998       Impact factor: 13.739

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Journal:  Int J Sports Med       Date:  1996-07       Impact factor: 3.118

10.  Edutainment tools for initial education of type-1 diabetes mellitus: initial diabetes education with fun.

Authors:  Noriaki Aoki; Sachiko Ohta; Hiroyuki Masuda; Tokihiro Naito; Takahiro Sawai; Kayo Nishida; Taisuke Okada; Mariko Oishi; Yuko Iwasawa; Keiko Toyomasu; Kenji Hira; Tsuguya Fukui
Journal:  Stud Health Technol Inform       Date:  2004
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  4 in total

Review 1.  Use of Gaming in Self-Management of Diabetes in Teens.

Authors:  Ellen Swartwout; Ashley El-Zein; Patricia Deyo; Rachel Sweenie; Randi Streisand
Journal:  Curr Diab Rep       Date:  2016-07       Impact factor: 4.810

2.  Virtual reality technologies for research and education in obesity and diabetes: research needs and opportunities.

Authors:  Abby G Ershow; Charles M Peterson; William T Riley; Albert Skip Rizzo; Brian Wansink
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

Review 3.  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 4.  Video games for diabetes self-management: examples and design strategies.

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

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