Literature DB >> 27155609

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

Ellen Swartwout1, Ashley El-Zein2, Patricia Deyo2, Rachel Sweenie3, Randi Streisand3.   

Abstract

With the growing prevalence of diabetes in teens and frequent concomitant problems with adherence, adolescents are a frequent target for diabetes self-management support and education. Due to widespread use of technology among teens in general, the use of serious games, games used for purposes beyond entertainment with the intention to educate and support health behavior for teens with diabetes self-management, is an emerging and promising practice. This report explores games intended for teens with diabetes, how the use of games may enhance clinical practice, and provides suggestions for future research and better utilization of these technologies. Current research on the use of gaming for promoting diabetes management in teens is fairly limited, with some initial support for improvements in both behavioral and clinical outcomes among teens. More research is clearly needed in order to further determine how gaming can best be utilized to impact health outcomes in these teens, as well as potential mechanisms of change.

Entities:  

Keywords:  Diabetes gaming; Self-care; Self-management; Technology; Teens

Mesh:

Year:  2016        PMID: 27155609     DOI: 10.1007/s11892-016-0754-2

Source DB:  PubMed          Journal:  Curr Diab Rep        ISSN: 1534-4827            Impact factor:   4.810


  47 in total

Review 1.  Type 2 diabetes in the young: the evolving epidemic: the international diabetes federation consensus workshop.

Authors:  George Alberti; Paul Zimmet; Jonathan Shaw; Zachary Bloomgarden; Francine Kaufman; Martin Silink
Journal:  Diabetes Care       Date:  2004-07       Impact factor: 19.112

Review 2.  A systematic review of randomized trials on the effectiveness of computer-tailored education on physical activity and dietary behaviors.

Authors:  Willemieke Kroeze; Andrea Werkman; Johannes Brug
Journal:  Ann Behav Med       Date:  2006-06

3.  Serious disease - serious game.

Authors:  Niels Thomas Hertel; Katrine Vedel; Lisbeth Rohde; Julie Bech Olesen
Journal:  Stud Health Technol Inform       Date:  2013

4.  Evaluation of a combined blood glucose monitoring and gaming system (Didget®) for motivation in children, adolescents, and young adults with type 1 diabetes.

Authors:  Georgeanna J Klingensmith; Javier Aisenberg; Francine Kaufman; Mary Halvorson; Eric Cruz; Mary Ellen Riordan; Chandrasekhar Varma; Scott Pardo; Maria T Viggiani; Jane F Wallace; Holly C Schachner; Timothy Bailey
Journal:  Pediatr Diabetes       Date:  2011-06-23       Impact factor: 4.866

5.  Educational video game for juvenile diabetes: results of a controlled trial.

Authors:  S J Brown; D A Lieberman; B A Germeny; Y C Fan; D M Wilson; D J Pasta
Journal:  Med Inform (Lond)       Date:  1997 Jan-Mar

Review 6.  Review of innovations in digital health technology to promote weight control.

Authors:  J Graham Thomas; Dale S Bond
Journal:  Curr Diab Rep       Date:  2014       Impact factor: 4.810

7.  Management of chronic pediatric diseases with interactive health games: theory and research findings.

Authors:  D A Lieberman
Journal:  J Ambul Care Manage       Date:  2001-01

8.  Using a robot to personalise health education for children with diabetes type 1: a pilot study.

Authors:  Olivier A Blanson Henkemans; Bert P B Bierman; Joris Janssen; Mark A Neerincx; Rosemarijn Looije; Hanneke van der Bosch; Jeanine A M van der Giessen
Journal:  Patient Educ Couns       Date:  2013-05-16

9.  An evaluation framework and a pilot study of a mobile platform for diabetes self-management: insights from pediatric users.

Authors:  Rema Padman; Sravani Jaladi; Sean Kim; Saumitra Kumar; Philip Orbeta; Kate Rudolph; Tony Tran
Journal:  Stud Health Technol Inform       Date:  2013

10.  Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples.

Authors:  Maged N Kamel Boulos; Shauna Gammon; Mavis C Dixon; Sandra M MacRury; Michael J Fergusson; Francisco Miranda Rodrigues; Telmo Mourinho Baptista; Stephen P Yang
Journal:  JMIR Serious Games       Date:  2015-03-18       Impact factor: 4.143

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  2 in total

Review 1.  Use of Mobile Health Technology in the Prevention and Management of Diabetes Mellitus.

Authors:  Jacob Hartz; Leah Yingling; Tiffany M Powell-Wiley
Journal:  Curr Cardiol Rep       Date:  2016-12       Impact factor: 2.931

2.  Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.

Authors:  Jannie Nørlev; Katrine Sondrup; Christina Derosche; Ole Hejlesen; Stine Hangaard
Journal:  J Diabetes Sci Technol       Date:  2021-05-22
  2 in total

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