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The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study
BACKGROUND: Children with type 1 diabetes mellitus (T1DM) face daily challenges performing self-care tasks, controlling symptoms, and dealing with psychosocial issues. The use of video games to improve health is a successful support for persons with chronic diseases, promoting adequate self-manageme...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6238838/ https://www.ncbi.nlm.nih.gov/pubmed/30291061 http://dx.doi.org/10.2196/diabetes.7652 |
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author | Sparapani, Valéria de Cássia Fels, Sidney Nascimento, Lucila Castanheira |
author_facet | Sparapani, Valéria de Cássia Fels, Sidney Nascimento, Lucila Castanheira |
author_sort | Sparapani, Valéria de Cássia |
collection | PubMed |
description | BACKGROUND: Children with type 1 diabetes mellitus (T1DM) face daily challenges performing self-care tasks, controlling symptoms, and dealing with psychosocial issues. The use of video games to improve health is a successful support for persons with chronic diseases, promoting adequate self-management through simulations of real life. Involving future users in the development of games is essential to generating innovative, creative, and effective programs. OBJECTIVE: Our goal is to identify what children with T1DM need to know about their disease and their self-care tasks as well as their preferences in video games. METHODS: Children with T1DM provided input about their learning needs, self-care tasks, and preferences in video games. Three categories were identified through qualitative content analysis: dealing with emotions and knowledge, practical skills and awareness, and game preferences. RESULTS: Children expressed concerns about the difficulties of self-care, lack of knowledge about diabetes, and lack of awareness about the consequences of behaviors related to self-care, which contribute to inappropriate behaviors and significantly impact self-management of their disease. They expressed enthusiasm for a video game for children with diabetes that considered their needs and preferences. CONCLUSIONS: Findings support the potential benefits when children’s input is considered in game design. Consideration of customer needs and preferences is a powerful resource in the development of video games with enhanced learning experience. |
format | Online Article Text |
id | pubmed-6238838 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-62388382018-12-27 The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study Sparapani, Valéria de Cássia Fels, Sidney Nascimento, Lucila Castanheira JMIR Diabetes Original Paper BACKGROUND: Children with type 1 diabetes mellitus (T1DM) face daily challenges performing self-care tasks, controlling symptoms, and dealing with psychosocial issues. The use of video games to improve health is a successful support for persons with chronic diseases, promoting adequate self-management through simulations of real life. Involving future users in the development of games is essential to generating innovative, creative, and effective programs. OBJECTIVE: Our goal is to identify what children with T1DM need to know about their disease and their self-care tasks as well as their preferences in video games. METHODS: Children with T1DM provided input about their learning needs, self-care tasks, and preferences in video games. Three categories were identified through qualitative content analysis: dealing with emotions and knowledge, practical skills and awareness, and game preferences. RESULTS: Children expressed concerns about the difficulties of self-care, lack of knowledge about diabetes, and lack of awareness about the consequences of behaviors related to self-care, which contribute to inappropriate behaviors and significantly impact self-management of their disease. They expressed enthusiasm for a video game for children with diabetes that considered their needs and preferences. CONCLUSIONS: Findings support the potential benefits when children’s input is considered in game design. Consideration of customer needs and preferences is a powerful resource in the development of video games with enhanced learning experience. JMIR Publications 2017-07-19 /pmc/articles/PMC6238838/ /pubmed/30291061 http://dx.doi.org/10.2196/diabetes.7652 Text en ©Valéria de Cássia Sparapani, Sidney Fels, Lucila Castanheira Nascimento. Originally published in JMIR Diabetes (http://diabetes.jmir.org), 19.07.2017. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Diabetes, is properly cited. The complete bibliographic information, a link to the original publication on http://diabetes.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Sparapani, Valéria de Cássia Fels, Sidney Nascimento, Lucila Castanheira The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study |
title | The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study |
title_full | The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study |
title_fullStr | The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study |
title_full_unstemmed | The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study |
title_short | The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study |
title_sort | value of children's voices for a video game development in the context of type 1 diabetes: focus group study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6238838/ https://www.ncbi.nlm.nih.gov/pubmed/30291061 http://dx.doi.org/10.2196/diabetes.7652 |
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