Diabetes affects a person's lifestyle, in particular, their nutrition intake, daily activities, and exercise. Individuals with diabetes are encouraged to learn more about their condition. This will help them to control and manage diabetes and thus, nurturing selfmanagement. Introducing gamification for diabetes, using a gamified avatar as self-representation to reflect the patient's condition may offer different experiences in learning about the disease. In this study, we describe the gamification design applications that integrate games and the patient's avatar for learning about diabetes that could help them to self-manage. We report our preliminary study on implementing the user experience approach, in evaluating the designs of the application. The study revealed that the gamified designs are considered suitable for diabetes self-management, however, there are still some concerns about the reality of the avatar reflection. We discuss challenges and suggestions for further research and implementation in the development of pervasive avatar gamified applications.