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Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study
BACKGROUND: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5035381/ https://www.ncbi.nlm.nih.gov/pubmed/27612632 http://dx.doi.org/10.2196/games.5943 |
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author | AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok |
author_facet | AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok |
author_sort | AlMarshedi, Alaa |
collection | PubMed |
description | BACKGROUND: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal. OBJECTIVE: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts. METHODS: A mixed-method approach was used to validate the framework. Expert interviews (N=8) were conducted in order to validate the themes of the framework. Additionally, diabetic participants completed a questionnaire (N=42) in order to measure their attitudes toward the themes of the framework. RESULTS: The results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes. Namely, the eight themes in the Wheel of Sukr (fun, esteem, socializing, self-management, self-representation, motivation, growth, sustainability) were perceived positively by 71% (30/42) of the participants with P value <.001. CONCLUSIONS: In this research, both the interviews and the questionnaire yielded positive results that validate the framework (The Wheel of Sukr). Generally, this study indicates an overall acceptance of the notion of gamification in the self-management of diabetes. |
format | Online Article Text |
id | pubmed-5035381 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-50353812016-10-11 Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok JMIR Serious Games Original Paper BACKGROUND: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal. OBJECTIVE: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts. METHODS: A mixed-method approach was used to validate the framework. Expert interviews (N=8) were conducted in order to validate the themes of the framework. Additionally, diabetic participants completed a questionnaire (N=42) in order to measure their attitudes toward the themes of the framework. RESULTS: The results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes. Namely, the eight themes in the Wheel of Sukr (fun, esteem, socializing, self-management, self-representation, motivation, growth, sustainability) were perceived positively by 71% (30/42) of the participants with P value <.001. CONCLUSIONS: In this research, both the interviews and the questionnaire yielded positive results that validate the framework (The Wheel of Sukr). Generally, this study indicates an overall acceptance of the notion of gamification in the self-management of diabetes. JMIR Publications 2016-09-09 /pmc/articles/PMC5035381/ /pubmed/27612632 http://dx.doi.org/10.2196/games.5943 Text en ©Alaa AlMarshedi, Gary Wills, Ashok Ranchhod. Originally published in JMIR Serious Games (http://games.jmir.org), 09.09.2016. https://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/ (https://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 | Original Paper AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study |
title | Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study |
title_full | Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study |
title_fullStr | Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study |
title_full_unstemmed | Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study |
title_short | Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study |
title_sort | gamifying self-management of chronic illnesses: a mixed-methods study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5035381/ https://www.ncbi.nlm.nih.gov/pubmed/27612632 http://dx.doi.org/10.2196/games.5943 |
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