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Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabe...

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Detalles Bibliográficos
Autores principales: Kamel Boulos, Maged N, Gammon, Shauna, Dixon, Mavis C, MacRury, Sandra M, Fergusson, Michael J, Miranda Rodrigues, Francisco, Mourinho Baptista, Telmo, Yang, Stephen P
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4382565/
https://www.ncbi.nlm.nih.gov/pubmed/25791276
http://dx.doi.org/10.2196/games.3930
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author Kamel Boulos, Maged N
Gammon, Shauna
Dixon, Mavis C
MacRury, Sandra M
Fergusson, Michael J
Miranda Rodrigues, Francisco
Mourinho Baptista, Telmo
Yang, Stephen P
author_facet Kamel Boulos, Maged N
Gammon, Shauna
Dixon, Mavis C
MacRury, Sandra M
Fergusson, Michael J
Miranda Rodrigues, Francisco
Mourinho Baptista, Telmo
Yang, Stephen P
author_sort Kamel Boulos, Maged N
collection PubMed
description Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabetes to better cope with their lifelong condition. Gamification and social in-game components are used to motivate players/patients and positively change their behavior and lifestyle. In this paper, we start by presenting the main challenges facing people with diabetes—children/adolescents and adults—from a clinical perspective, followed by three short illustrative examples of mobile and desktop game apps and platforms designed by Ayogo Health, Inc. (Vancouver, BC, Canada) for type 1 diabetes (one example) and type 2 diabetes (two examples). The games target different age groups with different needs—children with type 1 diabetes versus adults with type 2 diabetes. The paper is not meant to be an exhaustive review of all digital game offerings available for people with type 1 and type 2 diabetes, but rather to serve as a taster of a few of the game genres on offer today for both types of diabetes, with a brief discussion of (1) some of the underpinning psychological mechanisms of gamified digital interventions and platforms as self-management adherence tools, and more, in diabetes, and (2) some of the hypothesized potential benefits that might be gained from their routine use by people with diabetes. More research evidence from full-scale evaluation studies is needed and expected in the near future that will quantify, qualify, and establish the evidence base concerning this gamification potential, such as what works in each age group/patient type, what does not, and under which settings and criteria.
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spelling pubmed-43825652015-04-10 Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples Kamel Boulos, Maged N Gammon, Shauna Dixon, Mavis C MacRury, Sandra M Fergusson, Michael J Miranda Rodrigues, Francisco Mourinho Baptista, Telmo Yang, Stephen P JMIR Serious Games Viewpoint Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabetes to better cope with their lifelong condition. Gamification and social in-game components are used to motivate players/patients and positively change their behavior and lifestyle. In this paper, we start by presenting the main challenges facing people with diabetes—children/adolescents and adults—from a clinical perspective, followed by three short illustrative examples of mobile and desktop game apps and platforms designed by Ayogo Health, Inc. (Vancouver, BC, Canada) for type 1 diabetes (one example) and type 2 diabetes (two examples). The games target different age groups with different needs—children with type 1 diabetes versus adults with type 2 diabetes. The paper is not meant to be an exhaustive review of all digital game offerings available for people with type 1 and type 2 diabetes, but rather to serve as a taster of a few of the game genres on offer today for both types of diabetes, with a brief discussion of (1) some of the underpinning psychological mechanisms of gamified digital interventions and platforms as self-management adherence tools, and more, in diabetes, and (2) some of the hypothesized potential benefits that might be gained from their routine use by people with diabetes. More research evidence from full-scale evaluation studies is needed and expected in the near future that will quantify, qualify, and establish the evidence base concerning this gamification potential, such as what works in each age group/patient type, what does not, and under which settings and criteria. JMIR Publications Inc. 2015-03-18 /pmc/articles/PMC4382565/ /pubmed/25791276 http://dx.doi.org/10.2196/games.3930 Text en ©Maged N Kamel Boulos, Shauna Gammon, Mavis C Dixon, Sandra M MacRury, Michael J Fergusson, Francisco Miranda Rodrigues, Telmo Mourinho Baptista, Stephen P Yang. Originally published in JMIR Serious Games (http://games.jmir.org), 18.03.2015. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Viewpoint
Kamel Boulos, Maged N
Gammon, Shauna
Dixon, Mavis C
MacRury, Sandra M
Fergusson, Michael J
Miranda Rodrigues, Francisco
Mourinho Baptista, Telmo
Yang, Stephen P
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
title Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
title_full Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
title_fullStr Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
title_full_unstemmed Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
title_short Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
title_sort digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples
topic Viewpoint
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4382565/
https://www.ncbi.nlm.nih.gov/pubmed/25791276
http://dx.doi.org/10.2196/games.3930
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