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Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples.

Kamel Boulos MN, Gammon S, Dixon MC, MacRury SM, Fergusson MJ, Miranda Rodrigues F, Mourinho Baptista T, Yang SP - JMIR Serious Games (2015)

Bottom Line: 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.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.

View Article: PubMed Central - HTML - PubMed

Affiliation: The Alexander Graham Bell Centre for Digital Health, Moray College UHI, University of the Highlands and Islands, Elgin, United Kingdom. maged.kamelboulos@uhi.ac.uk.

ABSTRACT
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.

No MeSH data available.


Related in: MedlinePlus

Screenshot of HealthSeeker on Facebook.
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figure3: Screenshot of HealthSeeker on Facebook.

Mentions: HealthSeeker [34], released in 2010, was the first-of-its-kind health game on Facebook to help people with diabetes improve their health through lifestyle changes (Figure 3). The game is also available as an app for Android and iOS devices. HealthSeeker resulted from a collaboration between industry and advocacy partners. Ayogo partnered with the Diabetes Hands Foundation (DHF), who provided creative vision and execution for the project. The Joslin Diabetes Center of the Harvard Medical School developed and reviewed all medical content. The project was supported by Boehringer Ingelheim Pharmaceuticals, Inc.


Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples.

Kamel Boulos MN, Gammon S, Dixon MC, MacRury SM, Fergusson MJ, Miranda Rodrigues F, Mourinho Baptista T, Yang SP - JMIR Serious Games (2015)

Screenshot of HealthSeeker on Facebook.
© Copyright Policy - open-access
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4382565&req=5

figure3: Screenshot of HealthSeeker on Facebook.
Mentions: HealthSeeker [34], released in 2010, was the first-of-its-kind health game on Facebook to help people with diabetes improve their health through lifestyle changes (Figure 3). The game is also available as an app for Android and iOS devices. HealthSeeker resulted from a collaboration between industry and advocacy partners. Ayogo partnered with the Diabetes Hands Foundation (DHF), who provided creative vision and execution for the project. The Joslin Diabetes Center of the Harvard Medical School developed and reviewed all medical content. The project was supported by Boehringer Ingelheim Pharmaceuticals, Inc.

Bottom Line: 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.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.

View Article: PubMed Central - HTML - PubMed

Affiliation: The Alexander Graham Bell Centre for Digital Health, Moray College UHI, University of the Highlands and Islands, Elgin, United Kingdom. maged.kamelboulos@uhi.ac.uk.

ABSTRACT
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.

No MeSH data available.


Related in: MedlinePlus