2019
DOI: 10.1590/1518-8345.2764.3090
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Conceptual framework for designing video games for children with type 1 diabetes

Abstract: Objective: to present a theoretically based conceptual framework for designing video games for children with type 1 diabetes mellitus. Methods: this was a methodological study that developed a conceptual framework with nine steps in view of health behavior change theories and the user-centered design approach as theoretical and methodological frameworks, respectively. Twenty-one children, aged 7 to 12 years, participated by expressing their needs and preferences related to diabetes and video games. Data were … Show more

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Cited by 10 publications
(39 citation statements)
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“…Despite the significant number of scientific studies on T1DM in children and adolescents in international ( 11 - 12 ) and national literature ( 8 , 13 - 14 ) , there are only few studies investigating its relationship with socio-economic, clinical and biochemical characteristics. These aspects may affect the treatment and self-management of the disease and, consequently, compromise the quality of life of adolescents with T1DM.…”
Section: Introductionmentioning
confidence: 99%
“…Despite the significant number of scientific studies on T1DM in children and adolescents in international ( 11 - 12 ) and national literature ( 8 , 13 - 14 ) , there are only few studies investigating its relationship with socio-economic, clinical and biochemical characteristics. These aspects may affect the treatment and self-management of the disease and, consequently, compromise the quality of life of adolescents with T1DM.…”
Section: Introductionmentioning
confidence: 99%
“…30,[32][33][34]36,37,39,[41][42][43] In other articles, the narratives were about a health professional who helps patients with T1D. 28,38,39 Health-based narratives were also designed as either action-adventure 31,33,34,37,40,44 or more realistic. [28][29][30]39 The outcomes of T1D-oriented narratives were demystification, 28 increased understanding of self-management, 31,[38][39][40][41] and an easier transfer of knowledge and skills from serious games to real-world situations.…”
Section: Narrative Contextsmentioning
confidence: 99%
“…28,36 Feedback contributed to learning, reflection, understanding of T1D and self-management, and it corrected misunderstandings. [33][34][35]37,38,[42][43][44] Furthermore, feedback led to increased confidence, induced the feeling of competence 28,35,36,44 and increased the motivation both to play, learn, and engage in self-management. 28,[33][34][35]37,44,45 Rewards.…”
Section: Feedbackmentioning
confidence: 99%
“…When developing a serious game for children with T1D, it is crucial to involve children with T1D in the process to arrive at an appropriate final product [ 5 , 37 - 40 ]. When the end user participates in the development process and the findings are translated into product design, the likelihood that the indented target group will engage with the final product is increased [ 38 - 42 ].…”
Section: Introductionmentioning
confidence: 99%