Literature DB >> 33816367

A systematized review on diabetes gamification.

Shadi Asadzandi1, Shahram Sedghi1,2, Shoaleh Bigdeli3, Mahnaz Sanjari4,5.   

Abstract

Background: Gamification is an effective tool used to enhance the quality of education and training, to create motivation and enthusiasm, and to maintain competitiveness in the targeted population. Given that, the present study is an attempt to review gamification used in the field of diabetes systematically and its effects on the target group.
Methods: Articles were retrieved from eight databases via an electronic advanced search. The data were imported to Endnote; and to assess the quality of the articles, PRISMA and CASP were used. Finally, according to the inclusion criteria, the appropriate articles were selected.
Results: This study indicates that physical activity and nutrition were the most frequent diabetic subgroups in diabetes gamification. In addition, all diabetes gamification programs were designed to educate, teach skills and make behavior improvement in diabetics.
Conclusion: Diabetes gamification have the capacity to change health behaviors among all age groups and can create an innovative, attractive and interactive learning environment accompanied by fun and engagement. Professor, Health Management and Economics Research Center, Iran University of Medical Sciences, Tehran, Iran; Librarianship and Medical Information Science, Iran University of Medical Sciences, Tehran, Iran.
© 2020 Iran University of Medical Sciences.

Entities:  

Keywords:  Diabetes; Educational game; Gamification; Serious game; Video games

Year:  2020        PMID: 33816367      PMCID: PMC8004582          DOI: 10.47176/mjiri.34.168

Source DB:  PubMed          Journal:  Med J Islam Repub Iran        ISSN: 1016-1430


↑ What is “already known” in this topic:

Gamification increases motivation, creates fun and entertainment, and promotes learning.

→ What this article adds:

Since health is a matter of life and death and treatment is a costly process, gamification can improve public health and decrease treatment costs through training healthy individuals to manage and enhance their health literacy. In addition, it is providing disease management training for high-risk groups and patients by creating fun and entertainment.

Introduction

Reports indicate that 422 million adults are diabetic, and its prevalence among adults over 18 years has risen to 8.5% in 2014 (1). According to the Center for Disease Control and Prevention (CDC) report, about 28.8% of the world population suffers from hidden diabetes (2). The prevalence of diabetes is estimated to be 6% in the Iranian population, and it is believed that about 4 million individuals are affected (3). Diabetes is associated with serious complications and injuries, and several studies suggest that the rate of diabetic complications will increase in the near future, and it will occur at younger ages of life (4, 5). Therefore, it is necessary for diabetic patients to control their blood glucose levels to have a normal life and avoid unnecessary treatment costs. To achieve this goal, education of diabetics and healthy individuals to lower the risk of developing diabetes (6) and mainly increasing knowledge, awareness and attitude, acquiring necessary skills, enhancing coping with the disease, performing the required care, accelerating improvement and recovery, and minimizing the complications is absolutely necessary (7-10). Today, educating people with emerging technological advances and multimedia encourages them to learn and develop an understanding of the disease, and adapt to the new information (11). Therefore, considering the high prevalence of diabetes in the world and its unwanted consequences, it is necessary to benefit from new educational technologies and instruments. One of these technologies is gamification, which as an effective educational tool enhances the quality of education, creates motivation and enthusiasm, and develops a feeling of competition in the target population (12, 13). It has the potential to transform knowledge and educational content into personal knowledge to enable users to solve problems in an active or interactive manner (14). It should be mentioned that in addition to gamification, there are other tools such as a serious game (to combine aspects of both serious concept such as teaching, learning, communication, or further information with less entertainment (15), an educational game (for teaching the basic and certain subjects with enjoyment and pleasure (16)), game-based learning (to encourage learners to participate in learning while playing and make the learning process more interesting by adding fun (17)), that are used as tools to improve the learning process. These tools have their own specific features, but all of them have one purpose of increasing the level of learning along with increased motivation and entertainment. This study is an attempt to review and appraise all papers regarding the application of diabetes gamification, serious game, and/or educational games. In this study, diabetes gamification was examined to determine their purpose and features, their underpinning learning theories, and their impact on the target group. The main question is the effects of gamification on the target group. In this regard, the research attempts to provide a clear vision of diabetes gamifications.

Methods

On October 14-16, 2018, using an advanced search query, databases of PubMed, Ovid, Cochrane, Scopus, Web of Science, ProQuest, Springer, Embase, and Science Direct were searched to retrieve articles related to diabetes and games. The search operators included Booleans (AND, OR and NOT), parenthesis, and truncation. Example keywords and search query used to retrieve the papers were as follows: (("diabetes mellitus, type1" OR "diabetes mellitus, type2") AND ("gamifications" OR "serious games" OR "educational games" OR "video games" OR "digital games" OR "Simulation" OR "Computer-assisted gaming" OR "Serious Game(s)" OR "Educational game(s)" OR "Role-playing game(s)" OR "Real-world game(s)" OR "massively multi player online" OR "role play simulation" OR "storytelling game")) We applied the following inclusion criteria when filtering the search results: developing or using gamification/ serious game or educational game in the field of diabetes, availability of full texts of original research articles, language (English), with no limits regarding the publication time. The exclusion criteria include those which were not accessible due to sanctions. We excluded duplicates using Endnote V.7 and papers were reviewed and appraised by at least two members of the research team. Finally, inconsistencies were assessed and resolved, if there were any. The data extracted from each item were title, name(s) of author(s), publication place and year, research sample or population, type of study, objectives and research questions, and type of game. In addition, findings and results of each study were summarized and recorded in predesigned forms. The PRISMA flowchart was used to investigate the retrieval, extraction and removal steps of articles as well as the Critical Appraisal Skills Program (CASP) for assessing the quality of the articles. The entire process of retrieving and reviewing studies is indicated in Flowchart 1.
Flowchart 1
Assessment and selection of papers in the field of diabetes gamification

Results

Bibliographic information of documents is presented in Table 1.
Table 1

Bibliographic information of the retrieved articles in the field of diabetes gamification

RowFirst AuthorsTitleJournalYear
1.Klaassen, RDesign and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes PatientsSensors2018
2.Diehl LaInsuOnline, an Electronic Game for Medical Education on Insulin Therapy: a Randomized Controlled Trial With Primary Care PhysiciansJournal of Medical Internet Research2017
3.Kerfoot, Bpa Team-Based Online Game Improves Blood Glucose Control in Veterans with Type 2 Diabetes: a Randomized Controlled TrialDiabetes Care2017
4.CalleBustos, AAn Augmented Reality Game to Support Therapeutic Education for Children with DiabetesPlos One2017
5.Blanson Henkemans, ODesign And Evaluation of a Personal Robot Playing a Self-Management Education Game with Children with Diabetes Type 1International Journal of Human-Computer Studies2017
6.Eukel,H; Frenzel, JEducational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-Themed Escape RoomAmerican Journal of Pharmaceutical Education2017
7.Brinkmann, ChEffects of Cycling and Exergaming On Neurotrophic Factors in Elderly Type 2 Diabetic Men – a Preliminary InvestigationExperimental and Clinical Endocrinology and Diabetes2017
8.Höchsmann, ChMobile Exergaming for Health—Effects of a Serious Game Application For Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus—Study Protocol for a Randomized Controlled TrialTrials2017
9.Ledoux,Tan Educational Video Game for Nutrition Of Young People: Theory and DesignSimul Gaming2016
10.Maas AHConcept Development of The Eindhoven Diabetes Education Simulator ProjectGames for Health Journal: Research, Development, and Clinical Application2016
11.Baghaei, NDiabetic Mario: Designing and Evaluating Mobile Games for Diabetes EducationGames for Health Journal: Research, Development, and Clinical Applications2016
12.Joubert, MImpact of a Serious Videogame Designed for Flexible Insulin Therapy on The Knowledge and Behaviors of Children with Type 1 Diabetes: The Ludidiab Pilot StudyDiabetes Technology & Therapeutics2016
13.Jingjing, WAcceptability and Applicability of an American Health Videogame with Story for Childhood Obesity Prevention Among Hong Kong Chinese Children ResearchGames for Health Journal: Research, Development, and Clinical Applications2015
1.Ebrahimpour, FEffect of Playing Interactive Computer Game on Distress of Insulin Injection Among Type 1 Diabetic ChildrenIranian Journal of Pediatrics2015
2.Diehl, L Effectiveness of a Serious Gamefor Medical Education on Insulin Therapy: a Pilot Study Arch Endocrinol Metab2015
3.Höchsmann, ChCardiorespiratory Exertion While Playing Video Game Exercises in Elderly Individuals with Type 2 DiabetesClinical Journal of Sport Medicine2015
4.Diehl, LUser Assessment of ‘‘Insuonline,’’ a Game to Fight Clinical Inertia in Diabetes: a Pilot StudyGames for Health Journal: Research, Development, and Clinical Applications2015
5.Ebrahimpour, FThe Design And Development of a Computer Game on Insulin InjectionElectronic Physician2014
6.Patterson, DUsing Interactive 3d Game Play to Make Complex Medical Knowledge More AccessibleProcedia Computer Science2014
7.Kempf, KAutonomous Exercise Game Use Improves Metabolic Control and Quality of Life in Type 2 Diabetes Patients - a Randomized Controlled TrialBMC Endocrine Disorders2013
8.Anderson-Hanley, CNeuropsychological Benefits of Stationary Bike Exercise and a Cybercycle Exergame for Older Adults with Diabetes: an Exploratory AnalysisJournal of Diabetes Science and Technology2012
9.Noah, JVigorous Energy Expenditure with a Dance ExergameJournal of Exercise Physiology Online2011
10.Johnston, HPose Presentation for f Dance-Based Massively Multiplayer Online ExergameEntertainment Computing2011
11.Fuchslocher, ASerious Games for Health: an Empirical Study of The Game ‘‘Balance’’ for Teenagers with Diabetes MellitusEntertainment Computing2011
12.Klingensmitha, GEvaluation of a Combined Blood Glucose Monitoring and Gaming System (Didget®) for Motivation in Children, Adolescents, and Young Adults with Type 1 DiabetesPediatric Diabetes2011
13.Thompson, D Serious Video Games for Health How Behavioral Science GuidedThe Development of a Serious Video Game Simul Gaming2010
14.Deshazo, JDesigning and Remotely Testing Mobile Diabetes Video GamesJournal of Telemedicine and Telecare2010
15.Thompson, DIn Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video GameJournal of Diabetes Science and Technology 2007
16.Aoki, N Insulot: a Cellular Phone-Based Edutainment Learning Tool for Children with Type 1 DiabetesDiabetes Care2005
17.Aoki, N Edutainment Tools for Initial Education of Type-1 Diabetes Mellitus: Initial Diabetes Education With FunStudies in Health Technology and Informatics2004
18.Sherwood, NDevelopment And Implementation of a Visual Card sorting Technique for Assessing Food and Activity Preferences and Patterns in African American GirlsJournal of The American Dietetic Association2003
19.Brown, S. JEducational Video Game for Juvenile Diabetes: Results of a Controlled TrialJMIR Medical Informatics1997
20.Boswell, EThe Activity: a Tool for Teaching How to Adjust for Exercise VariationsThe Diabetes Educator1997
21.Davidson, NGames: Teaching Strategy for ProfessionalsThe Diabetes Educator1989
22.Wheeler, LBetakid&Mdash;Lessons Learned While Developing a Microcomputer Pediatric Case SimulationThe Diabetes Educator1987
Table 1 shows that Leandro Arthur Diehl (LA Diehl) was a leading researcher in diabetes gamification with three publications related to the InsuOnline game. After him, Ch. Höchsmann, N. AOKI, and D. Thompson were in the second place with two articles. The oldest article about diabetes gamification was published in 1987. The highest rate of scientific productions in diabetes gamification was seen in 2016. Evaluation of journals showed that “Games for Health Journal: Research, Development, And Clinical Applications” published by Mary Ann Liebert Inc. has published the greatest number of articles in this field. Classification of the retrieved data according to the names of the games and game producers and country of origin are presented in Table 2.
Table 2

The names of the games and the countries of origin in the field of diabetes

RowTitleGame nameDeveloping TeamCountry production
1.Design And Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes PatientsVirtual coachNot MentionedEngland
2.Insuonline, an Electronic Game for Medical Education on Insulin Therapy: a Randomized Controlled Trial with Primary Care PhysiciansInsuOnlineClinical endocrinologists, game designers, experts in medical education, and programmers, graphic designers, sound editorsNot Mentioned
3.A Team-Based Online Game Improves Blood Glucose Control in Veterans with Type 2 Diabetes: a Randomized Controlled TrialDSME gameNot MentionedUSA
4.An Augmented Reality Game to Support Therapeutic Education for Children With DiabetesTEDExperts in dietVenezuela
5.Design and Evaluation of a Personal Robot Playing a Self-Management Education Game with Children with Diabetes Type 1A robotNot MentionedNetherlands
6.Educational Gaming for Pharmacy Students – Design and Evaluation of A Diabetes-Themed Escape RoomThe diabetes escape roomPharmacy Faculty membersUSA
7.Effects of Cycling and Exergaming on neurotropic Factors in Elderly Type 2 Diabetic Men – a Preliminary InvestigationWii Fit PlusNot mentionedGermany
8.Mobile Exergaming for Health Effects of a serious game application for smartphones on physical activity and exercise adherence in type 2 diabetes mellitus—study protocol for a randomized controlled trialMobigameNot mentionedSwitzerland
9.An Educational Video Game for Nutrition of Young People: Theory and Design -Escape from DIAB-Nanoswarm Nutrition and physical activity experts, with a game development company (Archimage Inc.)USA
10.Concept Development of The Eindhoven Diabetes Education Simulator ProjectEindhoven Diabetes Education Simulator (E-DES)Not MentionedDenmark
11.Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes EducationMario BrothersNot mentionedNew Zealand
12.Impact of a Serious Videogame Designed for Flexible Insulin Therapy on the Knowledge and Behaviors of Children with Type 1 Diabetes: The LUDIDIAB Pilot StudyL’Affaire BirmanAn academic diabetes care team, including physicians, dieticians, nurses, and expert patients with diabetes. Game play, graphic design, soundscape, and story.France
13.Acceptability and Applicability of An American Health Videogame with Story for Childhood Obesity Prevention Among Hong Kong Chinese Children ResearchDiabNot mentionedUSA
14.Effect of Playing Interactive Computer Game on Distress of Insulin Injection Among Type 1 Diabetic ChildrenKoodak-e-TavanaNot mentionedIran
15.Effectiveness of A Serious Game for Medical Education on Insulin Therapy: a Pilot StudyInsuOnlineClinical endocrinologists, game designers, experts in medical education, and programmers, graphic designersBrazil
16.Cardiorespiratory Exertion While Playing Video Game Exercises in Elderly Individuals with Type 2 DiabetesNintendo Wii Fit PlusNot mentionedUSA
17.User Assessment of Insuonline, a Game to Fight Clinical Inertia In Diabetes: a Pilot StudyInsuOnlineClinical endocrinologists, game designers, experts in medical education, and programmers, graphic designersBrazil
18.The Design and Development of a Computer Game on Insulin InjectionKoodak-e-TavanaNot mentionedIran
19.Using Interactive 3d Game Play to Make Complex Medical Knowledge More AccessibleDiabetes VisualizerNot mentionedAustralia
20.Autonomous Exercise Game Use Improves Metabolic Control and Quality Of Life in Type 2 Diabetes Patients - a Randomized Controlled TrialWii Fit PlusNot mentionedGermany
21.Neuropsychological Benefits of Stationary Bike Exercise and a Cybercycle Exergame for Older Adults with Diabetes: an Exploratory AnalysisCybercycleNot mentionedUSA
22.Vigorous Energy Expenditure with a Dance ExergameDance Dance RevolutionNot mentionedUSA
23.Pose Presentation for a Dance-Based Massively Multiplayer Online ExergameSNAP systemNot mentionedCanada
24.Serious Games For Health: An Empirical Study Of The Game ‘‘Balance’’ for Teenagers With Diabetes MellitusBalanceMedical scientists and psychologists of the LMU Munich child hospitalGermany
25.Evaluation of A Combined Blood Glucose Monitoring and Gaming System (Didget®) for Motivation in Children, Adolescents, and Young Adults with Type 1 DiabetesDidgetNot mentionedUSA
26.Serious Video Games for Health How Behavioral Science Guided The Development of a Serious Video GameEscape From DiabProducer, director, video artists, animators, programmers, modelers, story writers, music composers, sound editors, storyboard artists, and voice talent. USA
27.Designing and remotely testing mobile diabetes video games -Hangman-QuizShow-Countdown Not mentionedUSA
28.In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video GameNanoswarmNot mentionedUSA
29.INSULOT: a cellular phone–based edutainment learning tool for children with type 1 diabetesINSULOTThis research was supported in part by grants from the Pfizer Health Research Foundation (Tokyo, Japan) and TOSE (Kyoto, Japan) for their support in the development of the applicationJapan
30.Edutainment tool for initial education type 1 diabetes mellitus: initial diabetes with fun -Tamagoya-Tantei-Magic Toom Diabetes specialties and nursesJapan
31.Development and implementation of a visual card sorting technique for assessing food and activity preferences and patterns in African American girlsNot mentionedNot mentionedUSA
32.Educational video game for juvenile diabetes: results of a controlled trialPacky & MarlonNot mentionedUSA
33.The Activity Activity: a Tool for Teaching How to Adjust for Exercise VariationsActivity ActivityNot mentionedUSA
34.Games: Teaching Strategy for Professionals -Tic-Tac-Diabetes-What’s wrong with This Picture?-Can You Guess Your Blood Sugar’? Not mentionedNot mentioned
35.Betakid— Lessons Learned While Developing a Microcomputer Pediatric Case SimulationBetakida pediatric diabetologist, pediatric nurse clinicians, an instructional designer, and a physicianUSA
Game production costs were not mentioned in these articles, but the costs of playing the games in the majority of these researches were free. In addition, it was indicated that to produce an appropriate gamification, we need a team consisting of technical experts and health professionals. Figure 1 presents the distribution of gamification producers according to the country of production.
Fig. 1
Distribution of diabetes gamification in terms of country of origin It indicates that most gamifications are produced in the USA, and the rest of the countries with the least productions (1 or 2 games) stand in lower positions. Characteristics of gamification, including game objectives, specifications, underpinning learning theories and characteristics of participants, are presented in Table 3.
Table 3

Classification of diabetes gamification according to the learning domain, underpinning learning theories, game effectiveness and Characteristics of the participants

RowGame nameAim/sFeaturesLearning Domain (subdomain)Learning TheoryEffectivenessTarget Audience/ genderType of DiabetesTarget Aspects
1.Virtual coachTo Develop integrated pervasive coaching and gamification platforms in medical practice Created with the PERGAMON framework consisting of: a web application, an Android application for gathering data from sensors. PERGAMON platform is Tasks and Goals and assigns a certain number of points.Cognitive (Knowledge)Self-Determination mobile technology + web-based elementssupports self-management in diabetics Not mentioned/BothType 1Self-management and Treatment
2. InsuOnline To assess the effectiveness of InsuOnline as a method for on insulin therapy for diabetes, as compared with a traditional onsite educational activityA Blender 3D app, with simple commands. Unity-based with visual elements Cognitive (Application)Problem-based learningeffective for medical education on insulin therapy highlyPrimary care physicians with any Degree of Computer or Gaming Literacy/BothDiabetes MellitusInsulin Therapy
3. DSME game To generate longer-term improvements in hemoglobin A1c (HbA1c) by online team-based game delivering diabetes self-management education for patients via e-mail or mobile application An automated system with multiple-choice questionsCognitive (Application)Not MentionedTo improve outcomes among geographically dispersed patients with diabetes Patients on Oral Diabetes Medications /MaleType 2Self-management and Treatment
4.TEDTo take responsibility for self-control in diabetic patients The game runs on a mobiledevice with an Android Operating System and has 3 levels, each of which focuses on a food group. thethree food groups are: dairy products, farinaceous products (grains), and fruits Cognitive (Application)self-Determination Children acquired new knowledge about carbchoices in the short-term and facilitate in thelearning process. Children, 5-14 years old /BothBothNutrition
5.A robot To assess a personal robot in diabetes self-management/To Acquire knowledge about the illness Autonomous, programmable humanoid robot with quiz, and training skills(social, individual, decision-making)Cognitive (Application)Self-DeterminationTo improve self-management and cope with illness in diabetic children Children, 5-14 years old /BothBothNutrition
6.The diabetes escape room To enhancepharmacy and inter-professional educationTo increase knowledge ofdiabetes management Live-actionteam-based games with a specific goal, as well as discovering clue andsolving puzzles Cognitive (Application)Cognitiveincreased students’ knowledge of diabetes mellitus management 7-12 Children, years old /Both Type 1Self-management
7.Wii Fit PlusTo evaluate the suitability of the Wii Fit Plus to improve cardiorespiratory fitness in type 2 diabetesNintendo's exergame, Combination of physical activity and video games Cognitive (Evaluation)Not MentionedImprove cardiorespiratory fitness and glucose metabolismThird-year Professional Pharmacy Students /BothDiabetes MellitusKnowledge Management
8.Mobigame To implementevidence-based sports scientific knowledge A mobile system with sensor tracking to verify the executionand completion of workouts Cognitive (Application)Cognitive Promoting PA* in chronic diseases Patients, ≥65 years old/BothType 2Physical Activity
9.Escape from DIAB / Nanoswarm To Teach aboutNutrition, physical activity and energy balance Epic games contain nine goal-tasks episodes. Each episode contains educational mini-games on PA, nutrition and energy balance withCognitive (Knowledge)self-Determination Patients,, 45-70 years old/ Both Type 2Physical Activity
10.Eindhoven Diabetes Education Simulator (E-DES)To generate glucose and insulin predictions based food, exercise, medication and patient characteristics Using 8 concepts, the four concepts are a digital board game, a quiz platform, a lifestyle simulator, and a puzzle game. The Diabetes Game resulted in another digital board game, two mobile swipe games, and a fairy tale–themed adventure gameCognitive (Knowledge)-Effectiveness on choosing the most promising concept from eight different options.Children, 10-12 years old/ BothType 2Nutrition
11.Mario BrothersTo promote health-related behaviorsOpen-source 2D mobile game. Three design strategies, namely Structure, Feedback, and Challenge Enhancement. The health problems to be solved by the game player.Cognitive (Application)CognitiveEngaging and improving knowledge of healthy diet and lifestyle in children.Patients, 50–65 years old/ BothBothEducation Diabetic
12. L’Affaire Birman To evaluate the effect of videogame on the therapeutic knowledge and behavior of type 1 diabetes children with Web-based free videogame based on problem-solving. Interaction is made by a semi-quantitative glycemic simulator and adapts insulin dose injection for each meal according to character's parametersCognitive (Evaluation)Situated learning Improvement of insulinand carbohydrate quantification in children with type 1 diabetes Children, 9–13 years old/ BothBothEducation Diabetic
13.DiabTo lower the risk of obesity and type 2 diabetes by changing children’s diet and PA behaviorsDiab is a G4H inside a three-dimensional setting and has nine episodes. Players guided his new friends to eat more healthily and to engage in more physical activity.Cognitive (Application)Social cognitive, self-determination, and persuasion Confirmed the acceptability and applicabilityof Diab to Hong Kong Chinese children Patients, 11–18 years old/ BothType 1Insulin Therapy
14.Koodak-e-TavanaTo reduce the behavioral distress due to insulin injection in children with type 1 diabetesInteractive computer game, with seven parts including: paired game familiarize with equipment for insulin injection; puzzle game; question and answer game; insulin kit game; painting room; story game; simulated environment for insulin injectionCognitive (Application)ScaffoldingDecreasing behavioral distress induced by insulin injection in type 1 diabetic child. Students,9-12 years old / Both Type 2Nutrition and Physical Activity
15.Inso Onlinecompared effectiveness of InsuOnline, as to a traditional educational activitya Blender 3D app, with simple commands, using Unity, and visual elements Cognitive (Application)Problem-based learningInsuOnline is as effective as a traditional educational activity on insulin therapyPatients, 3-12 year/ BothType 1Insulin Injection
16.Nintendo Wii Fit Plus To determine oxygen uptake during Wii FitPlus use relative to V̇O2peak in elderly type 2 diabetic patients Nintendo exergame, with Combination of physical activity and video games Cognitive (Evaluation)Not MentionedImproving cardiorespiratory fitness and glucose metabolism. Undergraduatemedical students and Internal Medicine residents/ Both Diabetes MellitusInsulin Therapy
17.Inso OnlineTo assess usability and playability of InsuOnLineA Blender 3D app, with simple commands, using Unity, and visual elements suiteCognitive (Application)Problem-Based Learningwas rated by users as easy to play, fun, and usefulPatients, 45 to 70 years old/ Bothtype 2Physical Activity
18.Koodak-e-TavanaTo Aim to teach children how to inject insulinInteractive computer game, has seven parts including: 1.paired game familiarize with equipment needed for insulin injection; 2.puzzle game; 3.question and answer game; 4.insulin kit game; 5. painting room; 6.story game; 7.creating a simulated environment for insulin injectionCognitive (Application)ScaffoldingNot Mentionedmedical students and residents /BothDiabetes MellitusInsulin Therapy
19.Diabetes VisualizerTo provide the user with skills and knowledge of how blood sugars are affected by food, insulin and activity Interactive game play, first person visuals and 3D animated.The animation allows the viewer to see the changing status of “blood sugar” over time as an animated visualization in contrast to the more static points Cognitive (Comprehension)Not MentionedEffective in engaging participants.Not Mentioned/ Not MrntionrdType 1Insulin Injections
20.Wii Fit PlusTo improve HbA1c as well as weight, cardiometabolic risk factors, physical activity and quality of life in T2DM patients.Nintendos exergame and Combination of physical activity and video games. Cognitive (Application)Not MentionedImproving PA, glucometabolic control and quality of life in T2DM patientsNot Mentioned/ Not Mentioned BothSelf-Management
21.Cyber-cycleTo improve physical activityStationary bike with a video screen that displays interactive virtual game components.Cognitive (Knowledge)CognitiveOlder adults with and without diabetes were able to use cyber-cycles successfully.Patients, 50–75 years old /BothType 2Physical Activity
22.Dance Dance RevolutionTo improve physical activity Exer-game with the potential for a workout progression from basic to advanced physicalchallenges Cognitive (Application)Flow theoryEffective in meeting vigorous PA requirements Adults, 60 to 88 years old / Both Diabetes MellitusPhysical Activity
23.SNAP systemTo deliver an entertaining gaming experience with a long-term solution to physical inactivity SNAP system, inspired primarily by the noveltyintroduced by Nintendo Wii and its inability toenforce full-body activity Cognitive (Application)FlowProviding the added benefit of greater access to lots of user pose data instead of SNAP system.Adult, 18-53 years old/ BothNot MentionedPhysical Activity
24.BalanceTo address the target group of teenagers and to integrate the self-management process with its challenges and dangers in the overall gameplayJump’n’Run game. The goal is to free sb who were captured by strangers. Should control blood sugar level by eating food and taking insulin. Cognitive (Application)Social learningYielding higher game enjoyment than the implicit version.Adult, 18-27 and 49-73 years old /BothNot MentionedPhysical Activity
25.DidgetTo assess the performance and acceptability of a blood glucose meter in type 1 diabetesbased on the CONTOUR® blood glucose meter that connects to Nintendo game systems, including Nintendo DS and Nintendo DS LiteCognitive (Application)Not MentionedThe Didget system was precise and clinically accurate in the hands of pediatric subjects.Patients, 11-16 years old /BothType 1Self-Management
26.Escape From DiabTo promote and manage energy Nine-level action-adventure video game and third-person perspective. Cognitive (Application)Social-cognitive, Self-DeterminationEffective at achieving change in both diet and PA.Participants, 5–24 years old /BothType 1Treatment
27.HangmanTo improve nutritional goals embedded within the gameClassic guessing game. having six guesses to estimate the calories or carbohydrates in a given food Cognitive (Knowledge)Tailoring, ScaffoldingNot Mentionedmiddle school youth /BothType 2Nutrition and Physical Activity
28.QuizShowTo improve nutritional goals embedded within the gameAnswering nutrition questions. The gameplay models in Hangman and QuizShow both reinforce nutritional estimation skills while playing a familiar game Cognitive (Application) Tailoring, ScaffoldingNot MentionedNot MentionedBothNutrition
29.CountdownTo improve nutritional goals embedded within the gameFocuses on food comparison skills and receives more points for faster correct responses Cognitive (Application) Tailoring, ScaffoldingNot MentionedNot MentionedBothNutrition
30.NanoswarmTo educate about energy balanceFirst-person perspective uses live actors and blue screen technology. The player participates in behavior change components embedded in gameplayCognitive (Knowledge)Social Cognitive, Self -Determinationeffective medium for promoting youth diabetes and obesity preventionNot MentionedBothNutrition
31.INSULOTTo encourage, motivate, and boost the confidence of type 1 diabetic patient and to teach the relationships among plasma glucose level, food and insulin dosageThree-window slot machine and uses algorithms to simulate postprandial glucose levels. It is a Java 2 Micro Edition application. The application can run as a stand-alone and also be integrated into a World Wide Web environment.Cognitive (Knowledge)Cognitive Patients thought that game recommended to other type 1 diabetic patients.its usability was highly scored Youth from multiple ethnic groups, 9-11year-old /BothType 2Energy Balance
32. Tamagoya To understand general idea regarding relationships among plasma glucose, insulin prescription, food taking and exercise. PC game, should choose one of the following actions: providing food, insulin and exercise Cognitive (Application) Not MentionedBalance between entertainment and learning is a critical factor in developing attractive and effective learning tools.Patients, 12–24 years of age /BothType 1Nutrition
33.TanteiTo understand general idea regarding relationships among plasma glucose, insulin prescription, food taking and exercise.Type 1 diabetes player is detective who chases a criminal in game. The right food and insulin based on plasma glucose should be finding on the way to chase criminal. Cognitive (Application)Not MentionedBalance between entertainment and learning is a critical factor in developing attractive and effective learning tools.Patients /BothType 1Nutrition, Physical Activity and plasma glucose level
34.Magic ToomTo understand general idea regarding relationships among plasma glucose, insulin prescription, food taking and exercise.Type 1 diabetes player is detective who chases a criminal in game. The right food and insulin based on plasma glucose should be finding on the way to chase criminal. Cognitive (Application)Not MentionedBalance between entertainment and learning is a critical factor in developing attractive and effective learning tools.Patients /BothType 1Nutrition, Physical Activity and plasma glucose level
35.Not mentionedTo focus on food preferences on activity preferences and patterns The 41⁄451⁄2-inch cards were developed and included a range of foods and activities that were consumed and engaged.Attempts were made to match the various pictures of foods with regard to attractiveness Cognitive (Application)Not MentionedThe card-sorting tasks are useful tools for assessing food and activity preferences and patterns in girls.Patients /BothType 1Nutrition, Physical Activity and plasma glucose level
36.Packy & MarlonTo improve a young person's self-confidence, ability, and motivation to undertake the rigorous self-care necessary to control insulin-dependent diabetes. a video game with 24 levels of play take place in different place and each level becomes increasingly more difficult to complete.The characters must save their camp from rats and mice that have scattered the camp's food and diabetes supplies. Players must also help their character monitor blood glucose, take appropriate amounts of insulin, review a diabetes logbook, and find foods containing the right number of food exchanges according to the meal plan. Cognitive (Application)Cognitive Improving communication between parents and children about diabetes.Positive health-related behavior change, compared to the control group.Their self-efficacy for diabetes self-care improved. African American School girl, 8- 10 years old /GirlNot MentionedNutrition and Physical Activity
37.Activity Activity To Teach adolescents strategies for recognizing and balancing variations in Physical activity with food or insulin 4x6 index cards. Each index card depicts physical activity and duration, an insulin adjustment and an amount of a particular food with the exchange and carbohydrate equivalents. The game was played in small groups of 3 to 4 teams of campers during one of their four regularly scheduled, 45-minute education sessions. Cognitive (Knowledge)Not Mentioned Enthusiasm and participation rates were impressively high.Learning appeared to take place because the pace and sophistication of the game increased substantially with each succeeding round of play. Patients, 8 - 16 years old /BothType 1Self-Care
38.Tic-Tac-DiabetesTo stimulate participation in the learning process.4 x 4-foot game board and wooden X’s and O’s that could be hung on hooks in each square were constructed. Nine categories of questions were created for each of the tic-tac-toe squares. Cognitive (Knowledge)Not MentionedNot MentionedYouth, 9 - 15 years old /BothNot MentionedPhysical Activity
39.What’s wrong with This Picture?To teach and heighten participants’ awareness of their own misconceptions diabetic dietPictures of each of the different foods from each exchange list were arranged on cards, with one of the foods being inappropriately Placed within the food group. The participants were given answer sheets to record their individual responses. Cognitive (Knowledge)Not MentionedNot MentionedNot MentionedNot MentionedHyperglycemia-Medications Hygiene and Foot Care-Blood Glucose Monitoring
40.Can You Guess Your Blood Sugar’? To assist staff in becoming familiar with the different types of home blood glucose monitorsTo Know the difficulties some individuals with diabetes encounter when learning to perform self-testing The game begins with an explanation and demonstration of blood glucose monitoring equipment. During the demonstration, each participant’s blood glucose level was monitored. participants were asked to guess their blood glucose levels and to determine the accuracy of their guess Cognitive (Application)Not MentionedNot MentionedNot MentionedNot MentionedNutrition
41.BetakidTo provide an opportunity for diabetic children to practice and evaluate skills in food and insulin dose selection the simulation begins with a graphic of Betakid awakened by his alarm clock Additional events in Betakid’s day follow a typical adolescent’sActivities: meals, classes at school, exercise, and after-school activities. A multiple-choice format for food, insulin, and exercise decisions was used. The current blood glucose level is a factor in determining if a decision is correct. Cognitive (Knowledge)Not MentionedNot MentionedNot MentionedDiabetes MellitusNutrition and Insulin Dose
This is evident from the data as presented in Table 3 that all games were designed to educate, teach skills and make behavior improvement for diabetics and they are less attended to train healthcare providers or healthy people. According to the title or game features, some games are considered as educational game such as the diabetes escape room, Escape from DIAB, Nanoswarm and Packy & Marlon or some of them are serious games such as Mobigame, L’Affaire Birman, InsuOnline and Balance which means that all types of games were retrieved based on the purpose of the research. Most of these games are mobile-based; however, some of them were designed for game consoles or game boards. Assessment of learning theories used in these gamifications showed that self-determination theory was frequently applied in games such as Virtual coach, robot, Escape from DIAB and Diab. Classification of games according to Bloom’s Taxonomy of Behavioral Objectives showed that most gamifications could be classified under a cognitive domain (application and knowledge levels); in this regard, exergames consider the psychomotor activity and could be classified under this domain. Considering the effectiveness of games, the retrieved data indicated that gamification in each platform and genre could meet the participants’ needs and encourage their participation. According to Table 3, the target population of the gamifications was from different age groups including children, diabetic patients, and healthy people and the games were designed for medical students and residents, or students of other related medical majors. There was a marked variation in the type of diabetes and many gamifications encompassed both types. Physical activity and nutrition (14 papers) were the most frequent diabetic subthemes in diabetes gamifications.

Discussion

Gamification is one of the learning methods that has been much considered in recent years (18, 19). According to Gee, the purpose of gamification is to create a problem-solving environment that can be integrated with continuous education and enjoyment for improving the learning process (20). Therefore, in this review, the features, educational aspects and effectiveness of gamification (serious, educational games) in diabetes (both types) were investigated. In this systematized review, 1795 papers were retrieved from eight databases. After discarding unrelated papers that did not match the purposes of this study, 35 papers met the study criteria. Assessment of characteristics and commonalities among diabetes gamification showed that they were designed as digital games, exergames requiring sensors and motion detectors, and board games. They are all problem-solving games that use the task and goal method in gamification, to deliver teaching indirectly, to help learners learn through missions, tasks, victories, and failures (21, 22). Considering the game design, all the related games, except the games for teaching physical skills (exergames), use multiple-choice questions to convey game concepts (23-25). In addition, considering underpinning learning theories to develop gamification is crucial (26). These theories promote learning and improve skills such as problem-solving and critical thinking (27-29). In this research, all diabetes gamifications aimed at teaching a skill or concept, changing a behavior or habit positively, or enhancing disease management in the target population and most of them benefited from one or more implicit underpinning learning theories. More, gamification targets knowledge and skills and transfers them to the learner through elements such as repetition, feedback, and entertainment. When the learner becomes skillful, knowledge and skills related to that concept become persistent in the memory so that the learner can focus on the perception and implementation of the information. On the other hand, gamification has positive effects on motivation and decision-making capabilities, because the player faces challenges that untimely enhance learning through decision-making, discovery, and trial and error (18, 30, 31). This scientific background is the backbone of the effectiveness of gamification (32-34). It is also consistent with the results of this study since the target populations of diabetes gamification could successfully receive and implement the required knowledge and skills. However, it should be noted that retention of information learned through gamification was not assessed in these studies. Considering diabetes gamification developing team, it is revealed that in addition to the field professionals, an expert technical team, including game design experts, programmers, concept designers, art designers, graphic designer, character designer, and sound designers must be among the game production team members, because identification of the technical, artistic and aesthetic aspects of the game are of paramount importance besides mastery over the gamification topic and field, which is also associated with high financial costs. On the other hand, the use of several advanced technologies, software, and hardware increases the costs of gamification production and is highly challenging (35-37). Research limitations include the inaccessibility of some databases that do not permit the researchers to access full texts of all related articles.

Conclusion

The research findings indicate that all studies confirm the effectiveness of gamification in the users' training, and of course, encourage other researchers in other clinical fields to develop gamification or serious games, especially in the disciplines where understanding and learning are tedious and challenging. Since health is a matter of life and death and treatment is a costly process, gamification can improve public health and decrease treatment costs through training healthy individuals to manage and enhance their health literacy or providing disease management training for high-risk groups and patients by creating fun and entertainment. Finally, it is suggested that in future studies on gamification, the application of learning theories in gamification and serious games be the focus of attention.

Acknowledgment

This document represents the findings of a Ph.D. project at Iran University of Medical Sciences. The secured reference number of the code of ethics to conduct the project is IR.IUMS.FMD.REC 1396.9421623001 and the project is funded by Iran University of Medical Sciences.

Conflict of Interests

The authors declare that they have no competing interests.
  8 in total

1.  Facilitators and barriers to self-management of type 2 diabetes among urban African American adults: focus group findings.

Authors:  Diane Orr Chlebowy; Sula Hood; A Scott LaJoie
Journal:  Diabetes Educ       Date:  2010-10-25       Impact factor: 2.140

Review 2.  What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions.

Authors:  Zakkoyya H Lewis; Maria C Swartz; Elizabeth J Lyons
Journal:  Games Health J       Date:  2016-01-26

Review 3.  A game plan: Gamification design principles in mHealth applications for chronic disease management.

Authors:  Aaron S Miller; Joseph A Cafazzo; Emily Seto
Journal:  Health Informatics J       Date:  2014-07-01       Impact factor: 2.681

4.  Understanding type 2 diabetes: including the family member's perspective.

Authors:  Patricia White; Susan M Smith; David Hevey; Thomas O'Dowd
Journal:  Diabetes Educ       Date:  2009 Sep-Oct       Impact factor: 2.140

Review 5.  Optimizing the therapeutic benefits of exercise in Type 2 diabetes.

Authors:  Stephan F E Praet; Luc J C van Loon
Journal:  J Appl Physiol (1985)       Date:  2007-07-26

6.  Effect of exercise intensity and volume on persistence of insulin sensitivity during training cessation.

Authors:  Sudip Bajpeyi; Charles J Tanner; Cris A Slentz; Brian D Duscha; Jennifer S McCartney; Robert C Hickner; William E Kraus; Joseph A Houmard
Journal:  J Appl Physiol (1985)       Date:  2009-02-05

7.  Digital games in medical education: Key terms, concepts, and definitions.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-09-02

Review 8.  Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-12-22
  8 in total
  1 in total

1.  Gamification for the Win in Internal Medicine Residency: A Longitudinal, Innovative, Team-Based, Gamified Approach to Internal Medicine Board-Review.

Authors:  Allie H Dakroub; Jarrett J Weinberger; Diane L Levine
Journal:  Cureus       Date:  2022-03-03
  1 in total

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