| Literature DB >> 35348466 |
Jannie Nørlev1, Christina Derosche1, Katrine Sondrup1, Ole Hejlesen1, Stine Hangaard1,2.
Abstract
BACKGROUND: The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effective tool for teaching self-management. When developing a serious game, it is important that the development process be user-centered. Traditionally, different face-to-face methods have been used when children participate in the development process. However, face-to-face data collection is not always feasible. In such situations, distance communication can be used when developing a serious game.Entities:
Keywords: children; distance communication; evaluation; mobile phone; playtest; serious game; type 1 diabetes; user-centered approach
Year: 2022 PMID: 35348466 PMCID: PMC9006140 DOI: 10.2196/33955
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Development process for the prototype.
Participant characteristics—digital design workshop (n=4).
| Participant number | Age (years) | Sex | T1Da duration (years) |
| 1 | 11 | Male | 5 |
| 2 | 10 | Female | 1 |
| 3 | 11 | Male | 3.5 |
| 4 | 14 | Female | 4 |
aT1D: type 1 diabetes.
Tasks and artifacts in the digital design workshops.
| Task number | Description | Artifacts | Purpose |
| 1 | Suggestions for food: sketch suggestions for food that causes blood glucose levels to rise fast and food that keep blood glucose levels stable |
Smartphone template | Gain insight into relevant food to include in a game for children with T1Da aged 8-14 years |
| 2 | Avatars: sketch what an avatar in a T1D game should look like |
Smartphone template Description and pictures of the narrative | Obtain design ideas |
| 3 | Rewards: sketch the preferred rewards |
Smartphone template Description and pictures of the narrative | Obtain design ideas |
aT1D: type 1 diabetes.
Types of data from the digital design workshops.
| Type | Description | Status |
| Photos of drawings | Photos of the drawings made during the 3 tasks | Core data |
| Recordings | Transcribed recordings of all 4 digital design workshops | Core data |
| Facilitator’s notes | Notes written down during and after each digital design workshop | Contextualizing data |
Figure 2Example drawings from the digital design workshops’ task 1: suggestions of food (candy [lollipop], rye bread, carrots, and soda with sugar).
Task 1: suggestions for food and the number of occurrences across the 4 drawings.
|
| Occurrences (n=4), n (%) | ||
|
| |||
|
| Candy (lollipops, marshmallows, candy bars, candy floss, or wine gum) | 4 (100) | |
|
| Soda (with sugar) | 3 (75) | |
|
| White bread | 3 (75) | |
|
| Cookies | 2 (50) | |
|
| Sugary breakfast cereal | 2 (50) | |
|
| Syrup or honey | 1 (25) | |
|
| Pasta (white) | 1 (25) | |
|
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| Rye bread or wholegrain bread | 4 (100) | |
|
| Vegetables (carrots, cucumber, cauliflower, cabbage, or avocado) | 4 (100) | |
|
| Oats (and porridge) | 2 (50) | |
|
| Water or tea | 2 (50) | |
|
| Natural yogurt | 1 (25) | |
|
| Eggs | 1 (25) | |
Figure 3Example drawings from the digital design workshops’ task 2: suggestions for the avatars. From the left: eggs with arms and legs; a human; and different suggestions including a unicorn, dolphin, ghost, human, and cupcake.
Figure 4Example drawings from the digital design workshops’ task 3: suggestions for rewards (coins, extra lives, and accessories [clothes]).
Figure 5The main menu.
Figure 6The blood glucose meter.