2011
DOI: 10.1016/j.entcom.2010.12.001
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Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus

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Cited by 79 publications
(86 citation statements)
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References 12 publications
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“…Contrary to prior research findings, which demonstrate that a health game is perceived more positively if the disease is directly addressed [5], study results revealed that the game version with no cancer related content was better evaluated than the explicit version. Due to the small sample size, only participant's positive affect was found to be significantly different between the game versions.…”
Section: B Qualitative Evaluationcontrasting
confidence: 55%
See 1 more Smart Citation
“…Contrary to prior research findings, which demonstrate that a health game is perceived more positively if the disease is directly addressed [5], study results revealed that the game version with no cancer related content was better evaluated than the explicit version. Due to the small sample size, only participant's positive affect was found to be significantly different between the game versions.…”
Section: B Qualitative Evaluationcontrasting
confidence: 55%
“…Although digital games may simply be used to entertain patients and distract them from pain [16], they also have been demonstrated to be a useful method for conveying disease-relevant information and positively influencing patients' self-efficacy [2], [5], [11]. Furthermore, as research results suggest that patients engaging in online platforms show higher treatment compliance, experience less pain, and develop better coping strategies, several information platforms, online communities and digital games have been developed for juveniles with chronic medical conditions [8].…”
Section: Related Workmentioning
confidence: 99%
“…Not only would learning be more fun, it would also provide the possibility to estimate the knowledge level of the user by the score and thus allow once more for a better adaptation of other feedback to this user. It has been shown that the usage of technology and media linked to gaming empowers attention, concentration and the memory of the users who are on the player role, and also offers a chance to the technology friendship for those people not used to technology, [8], [9]. The aim of encouraging the patient to enhance his/her knowledge about the disease and how to improve his/her health status through life style adaption was the driving force behind the integration of the METABO QUIZ.…”
Section: Methodsmentioning
confidence: 99%
“…experience is necessary to raise prospective players' interest and to encourage existing users to return to play regardless of their medical condition. In this context, diseaserelated information has to be integrated carefully as research results regarding the implementation of explicit or implicit disease references are contradictory [7,8].…”
Section: Mes For Cancer Patientsmentioning
confidence: 99%