| Literature DB >> 25791276 |
Maged N Kamel Boulos1, Shauna Gammon, Mavis C Dixon, Sandra M MacRury, Michael J Fergusson, Francisco Miranda Rodrigues, Telmo Mourinho Baptista, Stephen P Yang.
Abstract
Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabetes to better cope with their lifelong condition. Gamification and social in-game components are used to motivate players/patients and positively change their behavior and lifestyle. In this paper, we start by presenting the main challenges facing people with diabetes-children/adolescents and adults-from a clinical perspective, followed by three short illustrative examples of mobile and desktop game apps and platforms designed by Ayogo Health, Inc. (Vancouver, BC, Canada) for type 1 diabetes (one example) and type 2 diabetes (two examples). The games target different age groups with different needs-children with type 1 diabetes versus adults with type 2 diabetes. The paper is not meant to be an exhaustive review of all digital game offerings available for people with type 1 and type 2 diabetes, but rather to serve as a taster of a few of the game genres on offer today for both types of diabetes, with a brief discussion of (1) some of the underpinning psychological mechanisms of gamified digital interventions and platforms as self-management adherence tools, and more, in diabetes, and (2) some of the hypothesized potential benefits that might be gained from their routine use by people with diabetes. More research evidence from full-scale evaluation studies is needed and expected in the near future that will quantify, qualify, and establish the evidence base concerning this gamification potential, such as what works in each age group/patient type, what does not, and under which settings and criteria.Entities:
Keywords: diabetes mellitus; self-care; video games
Year: 2015 PMID: 25791276 PMCID: PMC4382565 DOI: 10.2196/games.3930
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Screenshots of Monster Manor. Children can input their blood glucose measurements using an on-screen numeric pad and earn virtual coins to buy various in-game items that are essential for progression through the game.
Figure 2Screenshots of Picture It! with fitbit integration.
Figure 3Screenshot of HealthSeeker on Facebook.
Figure 4User-centered metrics analyzed in HealthSeeker: (a) Missions, (b) Challenges, (c) Kudos, (d) Invitations, (e) Friends, and (f) Actions. Additional HealthSeeker features are shown in (g) earning XP and social media sharing of players’ accomplishments, and (h) Achievement Badges.
Figure 5Gamification features (adapted from Hamari et al [38]).