2015
DOI: 10.1177/1932296815604634
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Games and Diabetes

Abstract: Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords "children," "computer games," "diabetes," "games," "type 1," and "type 2" in various Boolean combinations. The review sets out to establis… Show more

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Cited by 28 publications
(14 citation statements)
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“…When looking at the distribution of prevalent features by different specialties, diabetes apps had the greatest variety of features. When this fact is taken into consideration alongside the advancement in engagement and gamification [40,41], MM apps for diabetes can serve as a potential innovation model for other specialties. Although only a few apps focused on mental health MM, they were some of the most comprehensive ones in terms of features and content and had the highest prevalence of the education component.…”
Section: Discussionmentioning
confidence: 99%
“…When looking at the distribution of prevalent features by different specialties, diabetes apps had the greatest variety of features. When this fact is taken into consideration alongside the advancement in engagement and gamification [40,41], MM apps for diabetes can serve as a potential innovation model for other specialties. Although only a few apps focused on mental health MM, they were some of the most comprehensive ones in terms of features and content and had the highest prevalence of the education component.…”
Section: Discussionmentioning
confidence: 99%
“…However, many instances of gamification for general health and well-being rely on positive reinforcement and extrinsic motivators [6], an approach that has been criticized [18,19]. There may be an understandable reluctance in the community to extend what is perceived to be a behaviorist implementation of gamification [20] to mental health and well-being domains.…”
Section: Introductionmentioning
confidence: 99%
“…The number of diabetes children exceeds 79 thousand every year (Lazem et al, 2016). They regularly visit the health centers and hospitals to undergo several assessments including blood glucose test, weight, and eyes health.…”
Section: Video-games To Raise Diabetes Awarenessmentioning
confidence: 99%
“…One approach for raising diabetes awareness is through educational games. These games can influence the behavior of diabetes children, improve their knowledge, and motivate them to eat healthy, and apply physical activities and self-manage their health (Brown 1997, Lazem et al, 2016. The diabetes children need to learn about the disease and adapt a new lifestyle to save their lives.…”
Section: Video-games To Raise Diabetes Awarenessmentioning
confidence: 99%
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